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Flight Simulators





Found 12 results

  1. If you designate a target with TPOD and slew the pod around in ground stabilised mode, then the target position and AUTO bombs guidance will follow the TPOD. All fine here. But once you switch to PTRK, the target position stops updating and it remains in the place of original designation. You have to manually depress TDC to update target guidance, but it will become obsolete once the tracked object moves again. movingTarget.trk
  2. I'm preparing for mission 9 and noticed a small error in the mission description pdf: In the FRAGO page 6 the primary objective stated is "Destroy SAM and AAA in Anvil, engage targets of opportunity", I'm pretty sure that is the objective from mission 8, so probably a copy&paste error? It is almost not worth mentioning, but because mistakes are far and few between I thought I would mention it anyway. P.S.: Loving the campaign so far!
  3. Hey Baltic, Unfortunately in mission 2 the wingman spawns with a fuel truck meshed inside his wing like a Cubist painting, and as soon as he moves they both explode!
  4. In the beginning of the training mission you're asked to press OSB 14 on the right MFCD to open the MAV page after turning on the EO power. Apparently this has been moved to the left MFCD (where it's visible and accessible) but because of this, the tutorial won't continue even after pressing the spacebar key multiple times. Pressing OSB14 on the right MFCD also does not continue the training.
  5. I'm kind of sorry for this bug report, it may be not helpful at all since it will lack reproductibility and debug info (I didn't record the track unfortunately, all I can provide is the tacview file), but I prefer to have it logged in case someone else has seen the same behavior. Context : The Big Show campaign, mission 1 After the big dogfight, one of the AI Spitfire on it's way RTB got shot multiple times by a Anton, on the tip of the left wing only. It triggered somehow an engine failure, which made the Anton give up the chase (or maybe he was out of ammo). After the engine s
  6. On which radio / frequency should I send Smoke off, as he tries to fly close fingertip all the way down to the boat. If it was a CASE 1 I know I can "KISS" him off, but that isn't an option for CASE 3. I tried sending radio commands for him to RTB on both PRI and AUX, and various buttons, but he ignored every one of them. Is this an DCS AI thing, or something else? Not mission critical, as I can land and the mission does progress. Just noticed it from a practicing a few CASE 3 before progressing the campaign. BD, BZ a great campaign!!
  7. Many players have reported B17s (and possible the other AI bombers) can turn into "zombies" after a certain time. At this point the aircraft will circle/ fly indefinitely and becomes impossible to bring down -even after the crew has bailed out and despite an7y number of fires and even with all four engines stopped. Here is a TRK file which shows this happening: https://drive.google.com/file/d/1IhAwZShev5OpQNI7pdoQQKRAOw6DHwlA/view?usp=sharing
  8. Steps to reproduce: - Designate a point using the HMD - On the ground radar DDI, choose EXP1, 2 or 3 Expected behaviour: - The area will be mapped Observed behaviour: - The area will not be mapped and the screen keeps always black (No matter which heading the designated point has) black_exp.trk
  9. Loadout in this mission is quite strange: 5x CBU-97 which already gives some funny turn behavior. Additionally, for whatever reason, the bombs drop from left wing first, where 2x CBU-97 are located, and not from the right, which got 3x CBU-97 at start. Makes it even worse having 3x right and 1x left when dropping one (dropping ripple 3 leaves you with 2x right and none left) Quick and dirty track attached. (also the mission got no success triggers or anything and the targets are not counted at all but only the SAM on the other side of the lake, guess this needs a sepa
  10. Not just weaker, substantially weaker. They are the equivalent of a balloon filled with propane. 3 track attached. First track shows how a single HE shot from ZSU-57-2 nukes 5 BTR-82s parked next to each other, while doing exactly the same setup against normal BTR-80s, only one is destroyed. Second track shows how you can shoot the 100mm HE-FRAG shell on the BMP-3 (and its chinese copy), into another vehicle and the explosion, will still cause damage to nearby BTR-82s. Third track uses the same 100MM HE-FRAG shell and two shots at a distance between 40 to 60 meters, destroy 5 B
  11. During squadron testing, we have discovered 2 bugs with the F-18 FLOOD mode: 1. FLOOD mode does not work until 5nm. This is incorrect according to the manual, which states a 10nm max range on FLOOD in terms of the missile guiding. If you launch outside 5nm, the missile will fly straight off the rail until the distance between the 2 fighters is around 5nm, at which point it begins FLOOD guidance. Inside 5nm, the missile guides as normal with one exception; even with the LOFT switch set to NORM, the missile still lofts off the rail, though it quickly corrects and impacts.
  12. I see that with the last OB update ( there is no indication on the HUD for 'Time to waypoint'. Distance to waypoint is still there.
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