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  1. Good time for all! Febraury update broke Mistral IR seeker. There is no more tracking of ground units. Its still has lock on tone, but after launch rocket goes straight/dumb in all kind of conditions... Maybe Im do something wrong? Sry for doubleposting, but this issue doesnt have resolution untill... BR
  2. nullTiny tree's still stopping MBTs. Same with the small walls.
  3. Problem: The AI controlled MiG-15bis has unrealistic performance. Cause: Some of the aerodynamic characteristics of the SFM exceed those of the real aircraft. If we compare the SFM data in MiG-15bis.lua to the aerodynamic data from the real technical manual for the MiG-15bis. https://www.digitalcombatsimulator.com/en/files/2365583/ Some discrepancies are apparent. For example, the DCS MIG-15Bis SFM has 200 kgf more thrust than the real MiG-15 bis at low speed. This is because the thrust values for the SFM are based on bench tests of the VK-1 Engine and not on installed thrust data. The installation losses are given in Figure 84. The manual confirms this and notes figure 80, reflects these losses. Since thrust available defines many of the performance parameters of the aircraft. It is important that the SFM thrust parameters match this data. Using the data from the technical manual, I’ve updated almost all of the SFM of the MIG-15bis to more closely match the real aircraft. Feel free to try it out, I’ve placed a link below. The mod contains extensive notes. I cite a source for almost every change I’ve made to the SFM too. Link to Mod: https://drive.google.com/drive/folders/19cQXcBNfOdnoJkxlY2BFdUO3Zc77KESm?usp=sharing I’ve tested and validated the performance of this mod in a few different ways too. The max velocity at various altitudes, climb rates as given in table 5 of the technical manual. The SFM also matches the level acceleration data in figures 46. Below I’ll discuss some of the changes I’ve made to the SFM to more closely match the historical data below. Almost all of the aerodynamic table was changed to better match the source data. Drag: The drag polars Cx = Cx_0 + Cy^2*B2 +Cy^4*B4 Were changed to better match figures 55 and 54. A new data point was also added at mach 0.86. Which is important because the lift and drag become nonlinear here due to mach effects. LIFT: Cy max as function of Mach was changed to match Figure 185. The current values in SFM are too high, resulting in too much lift. The SFM Cy max values are drawn below in red, The mod’s Cy max are drawn in the green line. Cy Alpha was also changed to more closely match the actual aircraft. Cy0, the zero AOA lift coefficient, was set to match the lift polar in figure 51. Aldop was set to the AOA corresponding to CY max from fig 185 and Cy alpha at that mach. AOA = ((1/Cya)*Cy+((Cy0*-1)/Cya)) Engine: Some additional changes were also made to the SFM engine model. Dpdh_m was changed to more closely match the loss of thrust as a function of altitude. Thrust Kgf At Alt = Thrust Base (Kgf)-(dpdh*(Alt m*0.001) Above, the thrust available at 5000 meters for SFM is drawn in red. The mods values are drawn in blue. At low speeds the mod more closely matches real aircraft. The mod also changes to the idle rpm and thrust specific fuel to more closely data in table 19. Roll Rate: Omxmax, the max roll rate was changed to match Figure 40: Other Changes and Notes: V_opt = 367 / 3.6, -- velocity for L/D Max, Mach .3 at 0 m =367 TAS Kph Page 24 . Setting V_opt to high means the AI does not have enough excess thrust to maneuver. causing it to only do high speed loops. V_cruise = 1.31*V_opt .Def of Vopt from translation of Russian Aircraft Design book. https://archive.org/details/DTIC_AD0741485/page/62/mode/1up g_suit = 0.0, -- This Aircraft does not have a G suit, Default is 0.35, AI will sustain 6g turns all F-86 = 0.7 -- Performance Limiting Factors of AI SFM are AI Level, Cy Max, drag, Aldop, and g_suit, Vopt CAS_min = 50, -- This is Close Air Support time on station in Minutes. How long (the AI) will LOITER TIME, WEAPON CHANGES There are also some changes to the weapons parameters. I plan on doing a separate post on these changes. One of the most impactful of these changes was changing the value Tbl.effective_fire_distance to 600m to reflect the data on the 23mm and 37mm cannon uses as presented in Table 18 in The Flying Techniques and Combat Use of the MiG-17 Which gives the effective ranges when firing at fighter aircraft as 180 to 550 Meters. The previous value was 1km and resulted in a sniper bot. There are also changes to dispersion values, shell and fillers weights. These changes were made to match the data from Soviet Manual on Aircraft projectiles. https://disk.yandex.com/i/YVj0XI6O3Mu4LM That just about covers all the changes I’ve made to the MIG-15bis SFM. While these changes are not a miracle fix for the AI or the SFM. I feel the do represent a significant improvement to the AI MIG-15bis making the AI MiG-15 a much more realistic and engaging opponent. I believe this project illustrates that significant improvement to the AI performance can be made if one takes the time to realistically tune the SFM parameters. With a spreadsheet and an understanding of the SFM parameters it’s possible to create much more realistic SFM AI opponents. Eagle Dynamic could also do a lot to improve the situation by better explaining the SFM parameters. Many of the notes in various SFM files date back over a decade and are from unofficial sources, some are misleading others are simply incorrect. If you read this far, thanks for taking the time to do so. If anyone wants it, I will share the google sheet I used to help develop this MOD. Be forewarned though, it’s a hot mess and some of the units are in …Gasp! American units of insanity. I attached a track of a big dog fight mission, sabres V Mig15's down low. I know it's need for the report. Thanks for taking them time. MIG 15 Big Gun Fight.trk
  4. Several times I have dropped CBU-99s right on the forehead of say a URAL, and watched in external weapons view as the bomblets exploded in the immediate area around the URAL and never on it, and the URAL escapes unharmed. Is there a logic that says that since URALs are not armored that HEAT won't work on it? It doesn't make sense to me that the bomblets dropped on it don't destroy or even damage it. It shouldn't matter if it's armored or not. A soldier doesn't have tank armor but I'm sure a HEAT bomblet going off near him would kill him. v6, boNes
  5. Just tested in multiplayer placing a KC135 MPRS and it doesn´t contacts F16, only f18 and 14 but apparently it won´t contact boom aircraft. Is there some script or special option for it?
  6. No matter what cargo crash when tighten the rope. Light artillery unit light.art.crashTrack.trk
  7. How to reproduce: Scan with FCR in RMAP mode behind a building, you can clearly see the map being scanned, with no shadow due to the obstructed LOS. AH-64 RMAP bug.trk AH-64 RMAP bug.miz
  8. Am I going mad or is the slip ball working backwards?
  9. The two red horizontal bars likely supposed to display the power setting remain at the bottom at all times.
  10. Hello everyone, it seems to me that I had heard on this forum that the AI had been improved and that it behaved normally without dancing the jig around the other planes, because when I am accompanied by an AI that follows me the plane continues to go up or down and 9X10 crashes next to me when I land which is very unpleasant and bothers my landing. Is the problem coming from me or is it an ED problem?
  11. The G-load being pulled by the AI MIG-15 aircraft are insane and completely unrealistic. There is NO WAY a MIG-15 is going to pull 6+ G's even if the airframe can do it (which it probably can). This is because the pilots didn't have G-suits. North Korean and Russian pilots couldn't pull that kind of G w/o blacking out. I don't know if it is possible for player controlled MIG-15 aircraft to pull 6+ G's, but that shouldn't be possible either. The Radar gun sight and G-suits are two important advantages U.S. pilots had over their MIG-15 adversaries. Can this be fixed?
  12. Problem: I was flying in a snowstorm and couldnt see the AI 5 NM away when i see laser accurate tracers from ZSU-23mm iron sight cannons flying at my a10. this brings me to the next problem is the AI’s dispersion and accuracy is too high. Even iron sight ZSU23s will destroy you if you are flying straight line 10000 ft and under. It feels very unrealistic. Same goes with manpads. They never miss. Dont even get me started on radar guided guns like the shilka and tunguska. Next is the accuracy difference between a T72 tank and zsu 23mm and dare I say shilka are not much different. I took out all the “AA” around a tank batallion in my a10C2. Thinking that i have gotten rid of the main threat and the accuracy of the T72s heavy machine are not that great against air targets i proceeded to do A10 gun runs on the “defenseless” tanks. God i was wrong their laser accurate machine guns peppered and destroyed my engine and wings. You basically cant have fun with the A10 anymore. No gun runs basically means no fun. Unless you think shooting one APWS rocket at 5Nm and cranking left 20x for your TGP is fun. Mavericks are in short supply unfortunately. solution: do not allow manually guided iron sight ZSU23mm cannon have superman vision and shoot you through snowstorms and cloud layers. Reduce accuracy of fire but keep volume of fire high. Everything stays realistic and fun at the same time.
  13. When landed on a random terrain surface or a terrain pad area, grass will clip through the airframe in both cockpits (the rear passenger compartemt has no position and only a blurry inner render model, so no assumption can be made for this compartment). While I do not know if this is intended or not, the grass does react to rotary module in some way (movement, proximity trigger of a "dust blowout"), so this should be paid attention to by collision or other means (down the line, low priority as purely cosmetic). random example (Caucasus terrain), pilot-cmdr cockpit with cyclic and seat hidden for better visibility of the clip-through: no trackfile needed, as reproducable with any grass surface and occurrence is permanent, for any systems (unless grass removed via DCS settings)
  14. EA perhaps. Thx for the new option from wishlist however I noticed that on external view chocks arent present (if ground crew uses it).
  15. Hi guys! Is the pitot tube blockage by ice modeled? cuz when I'm fliying at -3ºC for more than 30 min the IAS stops working... well, it works as an altimeter (usually this is due to a pitot tube blockage). The thing is that there is a pitot heat switch but is not clickable and I couldn't find it in mapping control list. S!
  16. Mission editor templates were present for SAMs up till last evening. I was able to select SA10/SA2/SA6/SA8/Patriot/Hawk/Rapier/Roland etc as SAM sites. Last evening 11/02/2022 It has been reduced to the SA11 only for Russia and pretty much nothing for anyone else. I have tried deleting the templates.lua file from saved games and restarting. When I checked the install folder for DCS it appears to only have a file dated 09/02/2022. Another weird thing. The font is bright green for the units in the tempate selector box in mission editor. The application updated to the latest release on that day. Being an idiot, I don't have a backup of that file. - Is there a download link for the correct file?
  17. The Mossy is somehow leaking like a sieve on startup, but stops leaking 5 sec. after startup. Attached track and log MOZ-failure.log MOZ-failure.trk
  18. was messing around with my controller assignments and such and started to run through the start up sequence. This has never happened before and the number1 engine seemed to work fine. only thing that I did different was open the door. never even caught that I saw. just sputtered and failed. overheat track.trk
  19. There are a ton of prospective customers who are waiting to make the jump into DCS WWII but are skeptical of the amount of attention and support that this area of the sim gets. Making this system functional would help that (not to mention those of us who have already committed) problem, as well as add another important system to the already existing aircraft and those yet to come. EDIT: Wanted to make clear that this was not intended as a bash; at all. I enjoy the hell out of this sim and these aircraft, maps, asset packs, etc. This post was only to point out a buggy/missing system, and address that people I talk to (that fly other sims) point this out to me as an example of something that is holding them back from jumping into DCS as they feel it should have been addressed by now. Rather that's a fair or unfair take isn't the point of this post.
  20. The lights on the wings not moving with the wing. this happens when the wing makes flexible movements.
  21. Please, could you fade out a bit the glass cockpit layer?, cause it is almost impossible to see anything outside at normal visual zoom positions. I guess the levels of brightness of this layer are not subordinated to the amount and position of the light so, in most weather conditions it creates weird visual situations,.almost reduces your field of view with no reason. Full zoom in at less than 1 mile from the fires... the fog is inside the cockpit.
  22. When damaged, the damage decal for the A20 make the wind invisible, partially DecalGlitch.trk
  23. The M10 does not have a crew, it's as if a ghost is driving it. Would be nice if it had a crew, just like the Sd.Kfz 251 has.
  24. The Greyhound is a ghost vehicle, there is no crew in it. Would be nice if ED placed some people in there just like they did with the Sd.Kfz 251.
  25. There's quite a lot of detail missing from one of the higher LODs, leading to a bad transition.
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