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Flight Simulators





Found 18 results

  1. I'm sure this is something somewhat incomplete, but very hard to ignore. I'm playing a campaign mission, which involves my flight being a SEAD role. All aircraft in my flight are armed with HARMs. My own engagement with the HARMs go without a problem. When I tell my flight to "engage air defences", all three break formation and fly the opposite direction of any targets of opportunity. They eventually just enter their own orbit and eventually give up and rejoin from about 60-80 miles away, of course using full burner. Something is seriously flawed here and makes SP SEAD flights a waste when there is more than two targets needed to be destroyed for a strike package to succeed.
  2. I experience 2 issues with the AI on this mission. The first, my flight failed to taxi after me on mission start as there was an infantry soldier blocking their taxi path - I solved this by removing that soldier in the mission editor. Then I experienced my second issue, which is that the AI taxis to the runway completely ignoring the fact that I'm in front of them and on two occasions they crashed into me. I understand the AI issues are somewhat out of your control but thought I would highlight it anyway.
  3. So I just jumped into the F14 a few weeks ago and learning it. Previously, I was on the A10C II and loving it. But now I'm starting to fly the single player missions on the F14 and for the life of me, there are some missions where I just can't beat the enemy ai in a2a. I noticed some posts saying that physics don't apply to them and have better awareness. Is this true? I thought it was already fixed or something.
  4. Hello ED team, I'm a moderator on the Growling Sidewinder server and after getting several bug reports about disappearing datalink contacts, I started my own investigations. I set up a single player mission with a awacs and many bandits around him to see what happens. The results are quite interesting. I first started with my main plane the JF-17 and its seems like the awacs has a blind spot on his 10-11 clock position when orbiting. You can see that the Awacs doesn't fly a perfect orbit and every time it fly straight, all bandits are visible but if the Awacs is orbiting, the bandits on his 10-11 clock position disappears. I repeated the test several times and all awacs have this blind spot. Awacs blindspot.trk The Bug become really interesting when I started to check the issue with different aircraft's. I just changed my aircraft and therefor I should get the same result like in the test before but instead of having just one blind spot, I got TWO now in the Flankers. Repeated the test several times with the same results. This bug is not only awacs, its also plane dependent. Awacs blindspot Flanker.trk I hope you can fix the bug soon. Thank you for your time and effort.
  5. Love the WW2 warbirds. Recent DCS 2.75 update seem to have corrupted the flack damage model for the airport attack and train strafing quick activity missions in the Channel Map terrain. A few seconds into the flight to attack the airport flack hits pepper wings and canopy, a second later oil is pouring out of the engine, and in the very next flack hit I'm blacking out and the engine is dead. It was never this way before recent update. It was always difficult but would last for at least a few minutes and sometimes I completed the mission. Always fly VR, but tried in 2d and results are same. Thoughts anyone?
  6. Hello everybody. I am not sure this is the right spot to post my questions, but I am quite new both to DCS and the forum. Leveraging on 30 years of Air Force experience, I have been contacted to develop BFM/AFM and BVR training scenarios. Mission Editor helps, but I am still struggling with some controls. Cutting to the chase… Is there a way to: - Make red air (AI) notch (turn approx 90 degrees off the initial heading) at a pre-determined distance? I get the trigger/moving trigger zone, the problem is the specific action - Make red air (AI) commit on condition (eg. X many seconds after the notch or at a specific distance) - Make red air (AI) resume CAP if blue air “strays” I have been dabbing with Combined Arms (it CAN control Air Assets as well as Ground) but it becomes a challenge with multiple units (it’d be easier to play the Flight of the Bumblebee on a piano!) Thanks for your help. By the way: I have zero scripting skills. P.S.: I might repost this in other pages, as I attempt to discover more suitable Topics headers, digging in the forum.
  7. Since we now have a very beautiful and great sounding P Hind and the old unit is the same helicopter I would've liked it to sound the same. It have always been generic and boring and unauthentic, and there is no reason why you shouldn't update it. Hope ED sees this Also for some reason it's startup sequence audi is very broken atm, cuts off when engines are starting
  8. When I load up Mi-24 Caucasus firing range in Instant Action I am unable to use Petrovich at all except for simple "activate weapon controls" keybind. It works in multiplayer no problem but it just does not activate in singleplayer, and neither does he take over pilot controls from me when I swap to co-pilot's seat. Anyone know how I can fix this?
  9. Hi Everyone, I disabled the auto-handoff for Petrovich in the miscellaneous settings for the Mi-24P. I did this because I found he likes plunging the helicopter into the ground, whenever I'm flying low, either by dumping the collective and not recovering but also by putting the helicopter into VRS - he doesn't seem to be particularly graceful with the controls. The problem is that now he's completely inaccessible from the front seat, though he is still accessible in the rear seat. How I thought it would've worked is instead of Petrovich taking over immediately and automatically when you jump into the front seat, the controls would be in your hands until you bring up and set-up the Petrovich HSI/menu, at which point he takes over (though gets interrupted if you move the controls yourself). However, now I can't bring the menu up at all.
  10. Hi Everyone, Found a bug with the ships in DCS that I couldn't see reported before. Very simply, when firing anti-ship missiles, ships don't obey release quantities nor do they obey max attack quantities. In the track below I've stuck a La Combattante IIa, that is set-up to attack a Krivak II. I want the La Combattante IIa to fire a single missile at the Krivak II. To do this I've set the release quantity of anti-ship missiles to 1, and the max attack quantity 1, i.e; make 1 attack, firing a single missile. Instead it keeps firing missiles until the Krivak II has sunk/been destroyed. Firing 2 salvos of 2 missiles each (with 25 seconds between each missile, and the 2nd salvo firing after the missiles of the first salvo have hit). It gets especially bad when you have a ship with lots of missiles firing against a smaller ship, or when firing against a ship that can't really defend itself, that doesn't require lots of missiles to sink - in both cases it leads to them being pretty wasteful with the missiles. AShM_Max_Fire.trk
  11. How do i get my wingmen to start with Group ID? So we can link our TADS. It would be nice, to see what they are lasing. The AI identify targets very easily. Also, knowing where my wingmen are and what altitude would really be nice. I have tried manually setting up NET ID, then using ALT J to jump between craft, but when you change aircraft.. any Group and Self ID seem to disappear, along with any SPI. The A10 TADS and CDU is what set this module apart from everything in this SIM. Its be nice to utilize them.
  12. I have an AI aircraft waiting on the runway, ready to take off. However, it should wait until a unit is in its zone before it's allowed to actually take off. Is there something in the Advanced Waypoint Options to do this? I could delay its take off time, but there's no real way of knowing when the unit will arrive. Failing any other options, I guess I could do the ol' switcharoo and get rid of the first plane that's waiting and spawn a new one when the unit is in the zone.
  13. Despite facing strong resistance from Afghan rebels, the Mi-24 proved to be very destructive. The rebels called the Mi-24 "Shaitan-Arba" (Satan's Chariot)". In one case, an Mi-24 pilot who was out of ammunition managed to rescue a company of infantry by maneuvering aggressively towards Mujahideen guerrillas and scaring them off." Any chance the AI could be developed in a way where infantry could actually become scared of approaching aircraft and attempt to find cover or even run away if morale is too low? I know Total War has morale statistics, but why not DCS as well! Also, it was found that during the Afghanistan-Soviet war, extra rounds of rocket ammunition were often carried internally in Mi-24's so that the crew could land and self-reload in the field. Will this be a possibility in the future?
  14. Problem: AI uses afterburner too much, even when totally unnecessary, i.e. when they take off and form on flight lead 5 km away flying almost at stall speed so that wingman knows he doesn't have to rush. It leads to extremely large fuel consumption which sometimes even causes wingmen who have burnt all their fuel to eject. Proposed solution: give flight lead an option to restrict usage of afterburners by wingmen. Since we have such an option for mission designers, I don't think it should be too hard. And since it's player who would make the decision, devs wouldn't need to write complicated AI algorithms. Restriction might be ignored when engaged in combat.
  15. Hi Everyone, I was doing some tests with the Rapier and it seems that when firing at low altitude targets, the Rapier missile will do an extreme yoyo, going high, and then rapidly diving, only barely managing to pull-up and avoid a collision with the ground. In the first track I have a Mi-24V flying near enough perpendicular (but not notching), a launcher and an optical tracker, with no blindfire. The Mi-24V is @200m AGL (ΔH ~ 195m), flying at 200kph - well within the engagement parameters for Rapier (according to the Rapier_FSA_Launcher.lua the minimum altitude is 50m). The first missile climbs, then performs a steep dive, only barely managing to pull-up to avoid a collision with the sea, and eventually hits the target. The target descends, another Rapier is fired, this time crashing into the sea. The third missile repeats what the first missile did, and barely manages to avoid colliding with the sea. In the second track I have everything set-up exactly the same, only now the helicopter is set to an altitude of 100m (ΔH ~95m), which should still be inside the Rapiers engagement altitude; this time every missile ends up flying into the water. It should be noted that the missile behaves the same when paired with Blindfire or not. Now this could be caused by probably 1 of 4 factors: The missiles are initially elevated too high - unlikely, the missiles should elevate based on range and altitude. The missiles are too aggressive in trying to centre themselves in the operators reticule (this is broadly what an optical SACLOS guidance scheme tries to do) - unlikely as this might play a part into reducing the minimum range, which is probably a good thing for a short ranged system. The missiles aren't responsive/manoeuvrable enough - not sure, I can only base on my expectations (which may well be off). If you draw a line between the optical tracker and the target I'd expect the missile to follow that line more closely (like the Tunguska), not loft way high above it and then make an excessive dive past it. The AI operator - here I think lies the issue, the AI operator most likely keeps the reticule as centred as possible on the target, this makes sense, however it is most likely (from my reckoning at least) causing this issue, if not for the above 3; a possible remedy is to have the operator aim high (at a similar elevation to the one the missiles are fired at), and then slowly bring the reticule down (so that it is on the target after about 2 seconds). Hopefully, this will result in a more gradual descend and the missile won't perform such an aggressive dive that it can barely climb away from. This should also increase the amount of energy the missile has, which is beneficial for achieving a hit. There is this video of a Rapier launch failure (here the system is the much more modern FSC variant, but AFAIK the command-guidance scheme is the same, just instead target tracking is done automatically via EO/IR and/or RADAR). In DCS it seems to do something similar every time it's launched at a low-altitude target. Can anyone confirm what's going on here, and how Rapier should behave? I've done some digging but can't find much, other than basics. [sidenote: @Tippis contrary to your excellent reference wiki Rapier in DCS will in fact launch with just the optical tracker and without Blindfire, under an optical SACLOS guidance scheme, as it should IRL]. Rapier_FSA_Guidance_(200m_AGL).trk Rapier_FSA_Guidance_(100m_AGL).trk
  16. Hi Leute, ich würde gerne eine reine KI-Staffel einen Kunstflug machen lassen. Dazu habe ich ein Flugzeug genommen, ihm die Kunststück-Sequenz verpasst und dann das Flugzeug vier mal in Raute-Formation kopiert. Ich habe sogar mit Papier eine Schablone geschnitten, die ich im Editor bei Vergrösserung auf 100 Fuss auf dem Monitor anlege, um auch die Wegpunkte immer im selben Abstand zu halten. Ein einzelnes Flugzeug zu nehmen und es als eine Gruppe mit drei anderen fliegen zu lassen bringt nicht den gewünschten Erfolg, da sich die Flugzeuge dann absondern und ich ggf. verschiedene gleichzeitig auszuführende Manöver ja der ganzen Gruppe zuteilen würde. Nun gibt es ja genug Kunststücke, die zur Auswahl stehen, aber ich weiss nicht, wie ich die Brüder zusammenhalten kann. Die Original-Videos der Blue Angels zeigen ja eine ziemlich enge Formation aber so eng bekomme ich es ohne Crashs nicht hin, deswegen habe ich den Abstand auch auf 100Fuss gesetzt. Jetzt zu dem Problem: Meine KI-Piloten sind teilweise nach Kunststücken ziemlich weit verstreut, alles was nicht mit geradeaus zu fliegenden Kunststücken zu tun hat, führt zu unschönem Versatz nach einigen Kunststücken (also z.B. Looping für die mittleren Flugzeuge/schräger Looping li. und re. für die äusseren Flugzeuge > keine Ursprungs-Formation mehr), somit würde ich sowas ans Ende der Kunstflug-Sequenz setzen. Ist es evtl. doch besser nach jedem Kunststück einen WP zu setzen, der das nächste Kunststück aufruft? Habe schon mal etwas rumprobiert, aber selbst mit fixer Zeit kommen die KI-Piloten da nicht wirklich wieder so zusammen, dass die anfängliche Formation wieder erreicht wird. Ich probiere jetzt seit vier Tagen rum, Probleme zu lösen, teils durch "Geradeaus-Flug" Teilstrecken, die einzelnen Nachzüglern in der Sequenz eingefügt werden, o.ä., aber ich komme zu keiner vernünftigen Lösung. Falls also jemand gute brauchbare Tipps für mich hat, wäre das fein! Gruss Purzel PS: Kann ich irgendwie Flares werfen lassen? Gibt es ggf. Scripte/Mods zum Thema? KunstflugTest1_H.amsp KunstflugTest1-R.amsp KunstflugTest1-L.amsp KunstflugTest1_V.amsp
  17. The F14AI taxied to a position that was significantly offset by the CVN74, and before fixing, the aircraft moved strangely to the side and was fixed to the catapult. Also, the F14's aircraft and catapult are not properly connected on all aircraft carriers.
  18. I´m learning how to make campaigns and I miss many aircrafts, vehicles, ships, helos, buildings, infantry for AI. We know they use real info to make DCS but I think there are enough data to make aproximate figures and performance in a new pack. Its a hard work and I propose a new pack or module. (no more 20€). I think they have to expand combined arms but at least they should add new land units as well. If they make a balance of performance they could make it with missiles performance. I think we need the 5th gen, new models and "remakes". - The 5th gen, TU160, Eurofighter, Rafale, F4, F14D, Gripen, recon planes, F111, Mig 23, Mig27, Mig29 versions, Su 22, Su30, Su 35, Su27 versions, etc, Growler, Super Hornet, F16 Blocks, A6, EA6, B2, F117, etc. -Eurocopter Tiger, Mangusta, BO series, Blackhawk versions, Nh90, Lynx, Mi8 versions, etc. -Stryker, Marder, vamtac, Centauro, GTK Boxer, Pizarro/Ulan, trucks, T14 Armata, etc. -Cold War planes and units, SAM S-series(S400), ships, transport and cargo, armored cars, Toyota Hilux with machine gun for insurgency, some drones, etc. This is my wishlist for Christmas. Ps: Dont destroy our graphic cards, please.
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