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Showing results for tags 'investigating'.
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Hello, recently i was trainning with AGM65F IR maverick. It used to work fine before, but in the recent time, the IR Mav's launch approval has gone "mythical” “glitchy” sometimes it would launch, sometimes it wouldn't i tried a lot of combo like varies speed and altitude to see if it can launch, turns out that it's "mythcial", i cannot find a definitive state of ensured launch For laser Mav, it works fine, but no for IR
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As soon as I start taxiing I get a consistent stutter, particularly noticeable in VR. Oddly, when this stutter occurs the navigation panel's WP/AD switch gets reset to AD after I had set it to WP during startup. Track too large for direct upload, so adding to Google Drive: here Using the Germany CW map.
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The Hornet radar is still doing some really strange, frustrating things. In TWS, priority switching is erratic and unpredictable, with track files disappearing, reappearing, priority assigning, and reassigning. In addition, occasionally (not sure if it's in my attached track), AUTO will not center around a TWS track, even if it's the only one in the FOV. Also, RDR Elevation control seems to randomly come and go in AUTO (Before, AUTO kept this locked and you had to go to MAN/BIAS in order to manipulate the Elevation). Things haven't been the same with our virtual APG73 since the MSI update two patches ago... ErraticTWS.trk
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As stated in several dead threads. Right now the Spitfire spawns with the stick off center if you use a FF joystick. You have two options, either offset the sticks physical centre or tryming. Both create major issues. If you offset the stick externally, you end up with constant elevator impulse (plus it's akward to have only 1/3 of travel for pushing), which messes up the axis curves since the centre is not in the centre of the axis curve. If you have a curvature set on the axis, which you need for a Spitfire in my opinion, and decide to pul from a level flight for example, you have to overcome the curvature twice (first to the centre and second from the centre). If you trim to compensate, you have to trim 3.5 divisions nose down, which, together with the stick impulse, obviously creates additional drag. Other aircrafts are unafected by this, and the moment I connect a non-FF joystick, the problem goes away. Thanks a lot for your time, hope this gets sorted out finally.
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After latest patch, the yellow sight mark in the monocle placed to the left of the center! I use VR helmet Pimax 8K, and my friend has the same issue in the Pimax Crystal Super. Here is how it looks:
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Same story no difference, just when missile is about to hit, it goes in other direction. 27R3rdmiss.trk 27R4thmiss.trk 27R5thmiss.trk 27R1stmiss.trk 27R2ndmiss.trk 2ndMiss27R.acmi 1stMiss27R.acmi 5thMiss27R.acmi 4thMiss27R.acmi 3rdMiss27R.acmi
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Requested Change: Move the position of the spring stop to 80% of the aileron axis. Problem: On the DCS F-5E, the aileron limiter / the spring stop, is located at 50 % of the aileron axis. Placement of the Spring Stop here is inaccurate and makes the F-5 difficult to accurately control laterally. To be clear, I am not calling for the removal of the spring stop, only that it moved to 80% of the joystick axis. While it is true that the spring stop limits the total aileron deflection by more than 50%, as is stated in the F-5E flight manual: Examination of more detailed descriptions of the flight control contained in official Northrop documentation Indicates that aileron deflection per control stick movement (the aileron gearing) is not linear and that the spring stop should be located at 80% of the roll stick travel. With the landing gear down: Stick Travel is = +- 4.0 inches, and the max aileron angle is 35 degrees Up, 25 degrees Down. For a total Aileron Angle of 60 degrees When the landing gear is up, the aileron limiter / spring stop is active. The Stick Travel is limited to: +- 3.2 inches. Thus the spring stop is located +- 3.2 inches from the center. +-3.2 being equivalent to 80% of the total Stick Travel (4 inches). As (3.2 / 4) = %80 At 80% stick travel; the aileron angle is limited to 18.5 degrees Up, 14 degrees down. The spring stop therefore limits total aileron angle by more than 50%. As (18.5+14) / (35 +25) = 54% While the details of the Northrop Technical Manual match the description of the Aileron Limiter from the Pilots Manual, “Limits the Aileron travel to one half”. Neither sources state that the flight controls are limited to 50% / half travel when the landing gear is raised. Plotting the aileron angles and stick position from the Technical Description, and connecting these points by the appropriate slope. We constructed a diagram depicting the aileron angle as a function of the stick position, often called the aileron gearing ratio. This chart indicates that the aileron limiter in the landing gear up (aileron limited) config, cannot be located at 50% position of the total control stick travel (+-2 inches) like in DCS. As the location of the points which coincide with Landing Gear Down (aileron limited) Config, like (3.2,18.5) are not located half way from the points which coincide with Gear Up Cofing, like (4.0, 35), along the slope of Gear Up Config. It is likely that the aileron gearing ratio is not linear. Rather it is constructed of two distinct gradients. Connected at the location of the Spring Stop, +-3.2 inches from the center of the control stick. This point being = to 80% of the total control travel (4 inches) Simply stated the Spring Stop has to be located where max aileron is achieved in Gear Up Config. Which means that the Spring Stop can only be located at +- 3.2 inches of stick travel, 80 % of the total stick travel. The aileron flight control system seems to be designed to provide linear response of the ailerons to control stick inputs up to the Spring Stop. The steep gradient beyond the Spring Stop would provide feedback to the pilot that the critical range of operation had been exceeded. As compared to the DCS 50 % the spring stop implementation The Northrop implementation of the Spring Stop (At 80%, +--3.2 inches stick travel) would result in improved lateral control (roll rate / bank angle) of the DCS F-5E. Moving the spring stop from 50% to 80% of the stick travel range, increases the range of motion of the player's joystick by 30% in the roll axis. The result would be a 1.6 times increase in the gearing ratio of the player's Joystick position to the F-5E’s aileron angle. Making the DCS much more precise and controllable about the roll axis. And may reduce inadvertent wing destruction caused by unintentionally high roll rates. Placing the spring stop at 80% of the stick travel, should be considered as it is realistic and would match the description in both the Pilot’s Manual and the Northrop Technical Description. While also improving the lateral flying qualities of the F-5E The derived non linear / multi / gradient aileron implementation also appears to be valid. Given the similar approach used by Northrop in the longitudinal flight controls. Consider the implementation of the tri-gradient feel spring in the pitch axis. Designed to linear relation between tail deflection and Load Factor (g’s). Aileron Limiter Track F-5E Roll Coupling .trk
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Hello, F-14A 135 early shows up different then F-14A 135 and F-14B. Perhaps it just needs to be updated to 135 and B, I don’t know. 135/B shows as P+flashing X until it’s P+C during lock. 135 early shows as Solid X and F at a higher signal strength. One track “125early” is for 135 early, the other is 135 but SPO-15 would identical for F-14B F-14a125earlyspo15.trk F-14b135spo15.trk
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In opt mode, a2g, in a dive with a good steady solution bombs appear to always fall short. In active pause, the only thing that appears to affect the indicated slant range is the altimeter setting, laser makes no difference. It appears that radar altimeter and laser aren't being used for slant range calculation, only baro alt. Unsure, but in previous mission in mountainous terrain I found a2g cannon with laser (I think, but altimeter would have been no use) to be pinpoint accurate, so possibly just not right with bombs. LastMissionTrack.trk
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I have noticed that when I try to use the cannon while target is locked with either radar or IRST and I think I have good aim (piper is on the target) and I fire, it misses most times. So this morning I tried few dogfight quick missions against few different aircraft and I am getting the impression that aiming piper aims little ahead and to the left of the target, when I am directly behind the aircraft and the target aircraft just flies straight, and its very close (only few 100m in front of me) the rounds go over the aircraft so I need to aim little lower and to the right and then rounds come right on target. Anyone else noticing the same? ps: I also noticed when firing the cannot that it pulls the airframe to the left... which is nice feature of the FM physics.
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With yesterday's patch applied, after the botched landing in the F-14 when the "awaiting wing fold" message is shown, switching to the Apache does not clear this message.
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Hello all, I flew the first time today since yesterday's patch. Unfortunately the new update seems to have messed up George CPG. When I order him to scan the TADS FWD area, he only searches in the near vicinity of the helicopter (estimated 300m) and even there he doesn't find any target. I attached the last mission, where I have to protect an convoy. There you can see his range of checking and that he doesn't recognize even the friendly convoy. Maybe, I'm doing something wrong? I do the startup (TSD, FLT, Boresight) from the pilot's side and after that, I give order George CPG to do hist startup. Whrn he has finished, I start the enginges one by one and takeoff, when the alignment is ready. Best regards, Cat P.S.: I have another mission in Afghanistan, where George behaves the same. LastMissionTrack.trk
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Hello everyone. Just found out a possible bug on the KA50III. When you have limited munition on a warehouse, Igla missiles are not loaded even if they are available. If you have unlimited munitions it works fine and loads them properly. I'm posting the tracks to check it. ka50_bug.trk ka50_bug_unlimited_mun.trk
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See Attachement. When leaving Hangar all fine. Bug only apears when visor is down. Map: Germany, AD: Laage
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Haven't found an answer to this: I go to the village at WP Thunder, me and Colt flight bomb everything, including the comms tower. There are definitely no enemies left, but the 2xZU23s & 3 x APCs are not showing as destroyed, and the mission won't progress.
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The tornados are tanking off the same tanker.,. the mission VO says they only have one hose, i believe it has two as i could not connect to the LH hose that the Tornados were tanking off, and that causes a collision the tanker is not called Arco despite what the mission text says... there is no arco in the tanker list for comms
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Thanks for finally adding the Apache to the RWR database in today's patch (DCS 2.9.14.8222 - 19.03.2025). Unfortunately, this patch has also introduced a couple of bugs: 1. The F/A-18C, A-10C, F-5, and likely other modules such as the Viper, can now detect Apache on the RWR regardless of whether it has the MMA installed or not. 2. The player-controlled AH-64D can no longer detect other Apaches on the ASE at all, no matter if they have MMA or not. Previously, only the MMA-equipped unit was detectable (due to its FCR emissions). Apache_RWR_by_Apache.trk Apache_RWR_by_Hornet.trk
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I attach three tracks for your perusal. Track 01 : the behaviour I intended to report. Things go very wrong at around 1017 as the missile plunges to its demise. Track 01a: I unintentionally left the fuse set to OFF and I got a different (and unexpected) result; even with the fusing incorrectly set should it do this? Around 1017 the missile doesn't make its last turn towards the target and gradually descends until it crashes into the sea. Track 02: I amended the mission so that the target was nearer and this time it worked as expected. I created this mission years ago, and this didn't happen at the time. Maybe it's something to do with the range or that the missile is (mostly) flying into wind; but surely an in-range indication shouldn't appear if the FP to the target is outside of the missile's range. Please ignore any mission failure, etc, messages, they are informational only. Searching I found this post, from January(!), which seems very similar. If it's the same issue, consider this a bump and an offer of additional information in the hope of encouraging a swift resolution. track_01a.trk track_01.trk track_02.trk
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investigating Cannot control carrier lights through script
Bankler posted a topic in Bugs and Problems
Summary The a_set_carrier_illumination_mode script command only work in SP. If you call it in a dedicated server MP session, nothing happens. Reproduce Start the mission. Take the blue Mission Commander slot. Press F9 to view the carrier. Bring up the comms, menu, other, Carrier Control, Recovery. Notice that in SP, the runway lights turn on, but in MP (edit: using dedicated server) nothing happens. Remarks The ME carrier lights triggers work as intended. Can be used as a workaround. But requires a whole array of triggers in order to set all light modes. I believe the Air Boss slot controls in the tower work too (though I haven't tested it thoroughly). Tracks and miz attached. CarrierLightsBug.miz CarrierLightsBug_MP.trk CarrierLightsBug_SP.trk -
investigating Mission 8 question
5e EVC Chappy posted a topic in A-10C The Enemy Within Campaign 3.0
After attacking the 3 main targets, I orbit for quite a while for further taskings but nothing happens so I decided to RTB only to get a 60 score. Did I miss a trigger or something? Thanks. -
in the startup for M12 the voiceover at start up says Switch strike on COM2 , it requires you to switch on COM1... Red doesn't detach after refueling
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Hi Baltic, I'm wondering if you can take a look at this track file and see if I'm doing something wrong? I'm on mission 3. My datalink does not seem to be working. I went to list/E and it looks like it's all set up right. I don't see any other flights on the HSI and I can't get my wingman to show up. It says I'm transmitting? Also I can't seem to hit the broad side of a barn with my GBU12. I have no problem finding the tank with the TGP after entering the coordinates. I have tried multiple times from slightly different angles to make sure I'm not hitting a building or something near the tank. I tried firing the laser right after launch...waiting till 12, 10 and 8 seconds before time to impact and I'm no where near the tank. My last attempt (track file included) I seem to be about a mile off? I've played the FILO campaigns and also tried the instant action AG weapons missions and have had no problem hitting my targets. I did have an issue with the apache after the last update and I'm playing mission 3 after the last update (no issues with mission 1 and 2 which I played before the update). I'm not sure if its a bug issue or something I'm doing wrong....my bet is its me, but maybe a second set of eyes can figure it out? Thoughts? Sorry this isn't going to help but my track file is too big! Not sure why the max size is so small...none of my track files are that small!! Not sure what to do now...any ideas?
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The tail wheel bounce got worse and worse. It's like bull riding. DCS - Fw190A8 - Channel - Spitfire Dogfight.trk DCS - Fw190A8 - Channel - Spitfire Dogfight.acmi
