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Flight Simulators





  1. Does anyone know if it is planned to implement system failures in the f16c?
  2. In the editor it is not possible to set two different frequencies for channels 1 of the TARP-136 and TARP-137B. Since the TARP-137B is only capable of UHF, the whole thing only applies to frequencies from 225 MHz. The moment you enter a frequency on channel 1, it is immediately entered on channel 1 of the other radio. Channels 2-20 seem to be OK. If you enter VHF frequencies in TARP-136, 225 MHz is ALWAYS entered in TARP-137B, as this is the lowest possible frequency.
  3. Title says it all. see miz. and trk. file for details. short summary: ~ below 82% Aircraft weight AI can maintain reasonable speeds @ reasonable altitudes without using AB. ~ between 83% and 87% total aircraft weight AI struggles noticeably with maintaining Aircraft speed. essentially using AB continuously. ~ above 88% total weight AI cannot maintain any practical speed @ any reasonable altitude. Aircraft used is Mirage F1CE. f1_bug1_aispeed.miz f1_bug1_aispeed.trk
  4. Issue Summary AI aircraft have a lot of trouble following the player, seemingly experiencing much more drag through all phases of flight. Initial Conditions Create a player-controlled aircraft with at least one AI wingman. A normal loadout can be used (2 FOX 1, 2 FOX 2, centerline fuel tank) although the issue is exacerbated with ''heavier'' (but well under MTOW) loadouts. Actions Takeoff and ask the AI wingman to rejoin. Expected Responses The AI will accelerate faster than the player in order to rejoin with him. Incorrect Responses The AI lights up the afterburner (as expected) but accelerates extremely slowly, way slower than a player with a throttle setting well below military power. It will eventually join up if the player slows down a lot (almost flying at on-speed AOA). If the player accelerates afterwards (at MIL power), he will absolutely outrun its wingman. Other Observations AI aircraft taking off with any significant bomb load will fly constantly at the edge of a stall, and if the bomb load is large enough, they will crash. This issue is also exacerbated when commanding the AI to go dogfighting. They will slow down so much that they will almost be unable to perform maneuvers. It seems like the issue is less visible (for smaller loads) when the aircraft start in the air. Reproducibility This issue is easily reproduced on any map. A track file is linked with the issue apparent when loads are heavy (still below MTOW). You can see that the player aircraft, at MIL power, easily accelerates through 390-400 knots while the AI wingman, with full afterburner, struggles to increase its speed through 340-350 knots. Unfortunately, this issue makes it very hard to use the Mirage F1 in any single player missions. large_load_issue.trk
  5. When trying to destroy some of the hardened bunkers with gbu 24s it seems that the bomb passes through the bunker like it's not there and explodes to the side of it without damaging it. Tried with all 3 settings NOSE NSTL and TAIL does the same everytime. For reference i tried some gbu 10s , they seem to hit on the bunkers wall but can't penetrate it therefore not damaging them either. paveway III passing through bunker.trk
  6. R- Localiser and G- Glideslope Channels of autopilot do not work. R channel do not make any corrections according to the position of localiser needle. G channel starts trimming to full forward trim no matter of location of glideslope needle. APP_AP_not_working.trk
  7. wheel.trk The wheel will sink into the ground, but it will not break.
  8. Greetings readers, In this post I wanted to share a finding about the HMCS Target Locator Line, namely it being fixed in length and not variable, as it should be, it's actual length should be depending on the angle from the center of the HMCS to the target. These variable TLLs seem to be implemented for A-G features, but absent in A-A. Variable Air to Air TLLs for the HMCS are present in the actual jet, for both FCR tracks and PDLT, as proved by the MLU M3 Update Manual, page 86 (the last line on the page); page 79 (the last paragraph in the "Link 16 Primary Datalink Track Cue in the HMCS" section); page 172 ("TLLs on HMCS" section) and page 71 (in Figure 6-27). I have attached a trackfile showing the current implementation, which is only a fixed length TLL, in FCR tracks and PDLT. Cheers and have an easy day. HMCSTLL.trk
  9. This is not like a bug, but still, I think it belongs here. I know it has been said that AI got better, it did get better for sure, but just a tad, it does dive. AI knows how to dive and crank, and that`s all; at least what I have seen. When they will "learn" how to use notch or even go cold (do a circle and recommit) and trying to hold the MAR for example? And working or helping each other when there are more then one together? These are the basics what`s concerning BVR engagement.
  10. Tested on MP ans SP as well, reproducted all times. on CPG on last update DCS OB: -moving the tads normally no problem, -moving it normally+laser on no problem, -moving it with LMC on no problem, moving it with LMC+laser on, the tads will move abrubt to full right or left and it will not move anymore untill you switch off the lmc Track file attach bug LMC+laser.trk
  11. Enemy hawk sam sites show up as SA3 targets on the TSD. The correct ID is "HK" hawk is sa3.trk
  12. This is a follow up on this post: https://forum.dcs.world/topic/303075-amraam-shootlines/#comment-4990867 where I was pleasantly surprised that the AMRAAM shootlines were already in game. However, there is one detail regarding the current implementation, the shootlines dissapear after the missile goes pitbull, which is incorrect. It should disappear when the time to impact reaches 0, not the time until pitbull. The evidence is supported by the MLU M3 Update manual, page 153 in the AMRAAM Shootlines section. I am attaching a track with the shootline not being present after the missile is pitbull (only the lockline shows). Have an easy day! ShootlineRemoved.trk
  13. First and foremost, maybe it´s WiP. Second, maybe it´s user problem. With a desired course dialed and the Route mode set to on, there is a discrepancy between the course dialed and the course that the HSi shows. Attanched trk with an example using the free flight mission over the Caucasus, so the HSI is correctly set with the MAGVAR and the operation mode is set to GYRO in the Greben-1 that is the operational mode. So, in theory no differences between the HSI and the external view bar information. Maybe the HDG mode in the Greben-1 is involved in the Route mode operation? Thanks. MIke. P.S. Any chance to have an updated manual? It seems that the 24P is following the path of the Mi-8 manual. Route mode HDG off.trk
  14. Hi @BIGNEWY / @NineLine ! I would like to send a question to ED team with hope to get an answer at the end. Its about Hornets vital systems: FUEL - HYDRAULIC - ELECTRICAL POWER SUPPLY - ENVIRONMENTAL - FLIGHT CONTROL - AVIONICS systems and backup systems. Many enthusiast interested in DCS Hornet flying have their copy of Hornet NATOPS Flight Manual downloaded and some of them also did study some of the topics like Hornets performance, procedures and how the systems works and how to operate them (including emergency procedures). I did that also, with in some limited extend of chapters I found interesting. After some quick testing and system failures set in ME. I found that DCS Hornet systems/subsystems (depends on which one) works only roughly or some not at all like described in NATOPS FM. I will not go here to the details of what I have found wrong or incorrectly simulated, because I really don’t want to make this topic to go off topic just after created. So my key question to the team is: "What is the current state of Hornet FUEL, HYDRAULIC, ELECTRIC, ENVORONMENTAL, FLIGHT CONTROL, AVIONICS systems, or how accurate are these system modeled, when compared to Hornets NATOPS FM, and what is planned to fix / add in future of this great DCS module? What are the player possibilities to solve emergency procedures according to NATOPS flight manual if being hit in mission or when player made his Hornet systems failure setup in mission editor to practice emergency procedures." "Will there be any EMERGENCY Guide made by ED for the Hornet module in future? Fuel Motive Flow Feed, Transfer, Gravity with its valves and pumps (depicted in NATOPS A1-F18AC-NFM-000 Figure FO-11. Fuel System (Sheet 2 of 3)) Fuel Motive Flow System with its valves and pumps (depicted in Figure FO-11. Fuel System (Sheet 3 of 3)) Hydraulic system with its valves and pumps (depicted in Figure 15-5. Hydraulic Flow Diagram) Control surfaces affected by hydraulic system malfunction (depicted in Figure 15-6. Hydraulic Subsystems Malfunction Guide) Flight Controls (depicted in Figure 2-12. Flight Control System Functional Diagram) with its backup control Mechanical Linkage (MECH) Avionics systems (depicted in Figure 2-20. Mission Computer Functions and Multiplex System (Sheet 4 of 5 and Sheet 5 of 5)) Electrical power system (depicted in Figure 2-9. Electrical System (Sheet 2 of 2)) Environmental Control System (depicted in Figure FO-12. Environmental Control System)
  15. I’ve tried to see if anyone has reported this but it looks like no one has. After running the FCS bit there seems to be a bug. On the first BIT test I hit the FCS BIT switch and PB4 on the BIT page like I’m supposed to. After that I can start the BIT by just hitting the FCS BIT switch alone, or hitting both again regardless of being on the correct screen on the DDI. This should not be happening. You need to hit both and be on the correct page.
  16. nullwas able to re-arm pylons that were shot off without repairing.null
  17. Hello All, Regarding JDAM loft in the F16, as of now from the brief tests I have done, the munition misses, even if it is in the LAR. See attached track file. Following a relevant correspondence in this thread: What is the status of this capability? Best, Mk JDAM Loft Miss.trk
  18. That's not very nice to model the pitot icing over but not give us anything to do about it. How am I supposed to fly on servers with the temperature below freezing? Is there some workaround in the settings?
  19. If crew adds a target with correct designation, threat rings are not showing on map. IRL Apache pilot confirmed this is not correct.
  20. As title says. If threat is 20 km away and map range is set at 15 clicks, threat rings will not show up. Once threat itself is displayed within map range, rings show up. IRL Apache pilot confirmed this is not correct.
  21. Linked to the newly added threats being automatically imported from the ME. If the Target/Threat portion of the point database is full from pre-loaded threats populated from T01 all the way to T50 any further target points continuously overwrite only T51. Best available reference is that pre-loaded threats should only be protected from automatic overwrite up to T25, so the first store done in the aircraft (assuming 50+ threats loaded) should go into T26, and then following sequentially from there overwriting non-safe points (T26 to T50). Track file attached. Waypoint 51 store.trk
  22. I'm really struggling to get this thing to autorotate, seems I keep loosing hydraulics and therefore controllability. Test conditions Alt: 1500-1800 ft agl IAS: 70-80 Kts Pull power levers to idle, lower collective and raise nose to maintain 103-105% NR Even at this nominal NR I seem to lose control response almost as if the hyd pumps are connected to the engines rather than the front of the MGB. Any of the SMEs want to chime in here and give some tips? @kgillers3@Raptor9
  23. Ran some tests, and here are the results: - 1 vs 1: the AI cranks and drops altitude just after firing its missile (correct behaviour) - 1 (blue) vs 2 (reds): each red AI fire a missile then cranks and dives. The blue AI launches 2 missiles, but stays nose hot and only defends once enemy missiles go active (track bug_BVr_AI_1vs2.trk) - 2 (blues) vs 2 (reds): each red fires a missile against an enemy plane, and remains nose hot, only defending once enemy missile goes active. Same for blues. (track bug_BVr_AI_2vs2.trk) bug_BVR_AI_1vs2.trk bug_BVR_AI_2vs2.trk
  24. Hi all! I noticed that when: 1) Entering a hot plane 2) Shutting it down 3) Restarting it the FCS BIT cannot be completed and it stops at the values indicated in the screenshot here below. It happens both in single and multiplayer and with both flaps at HALF or FULL at shutdown (the latter being indicated in NATOPS).
  25. Hello, everyone, I know that these are new units and that they may still be WIP. But I still have to address it here in case it was overlooked. The new technicals (armed pickup trucks): -Scouts with mounted DSHK 12.7mm or KORD 12.7mm -MLRS with BRM-1 80mm Rocket -Air defense with mounted ZU-23 all are unmanned. Whether active or not. They are ghost vehicles or unmanned drones.... My question to ED is: Will that change in the near future? or will they remain so half-finished for the foreseeable future? I find it not very immersive when I'm attacked in my Apache by a technicals that is unmanned. lg Dagobert
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