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Flight Simulators





Found 18 results

  1. I have two eyes here and they are not mine.
  2. Before and after Stable version update from to, warning (Achtung) reflection on armor plate behind it, to reproduce : Instant mission, Fw190-D9, Channel, Cold Start : ...strange light reflection behavior... Yes, same as Fw190-A8 Fw190-D9.trk
  3. Before and after Stable version update from to, warning (Achtung) reflection on armor plate behind it, to reproduce : Instant mission, Fw190-A8, Channel, Cold Start : ...strange light reflection behavior... Fw190-A8.trk
  4. JFS doors open on touchdown and close on roll out, but don't open during JFS start up.
  5. Don't now how to call that. Bug with ground collision? Rotors damage model? Anyway it should'nt look like that:
  6. With this new subforum now created I've noticed people asking various questions which have been asked and answered in RAZBAM's discord as well. So to keep people who don't use Discord (or are not in the RAZBAM discord) up to date I thought I'd make this new thread. I'll repost any WIP images and significant updates posted in Discord here for people to see. Based on previous discussions with the Devs/posts from the Devs we've also been able to get a pretty decent list of ordnance/sensors we can expect from them. Weapons list: A/A: AIM-9L AIM-9M AIM-9P AIM-9P5 AIM-9X AIM-7M AIM
  7. Consistently those of us attempting to fly realistic missions at prototypical lengths and attempting to use prototypical recommended* engine settings (low RPM, "high" boost) in order to (a) eek out some semblance of the range that these aircraft were capable of flying and (b) fly in a prototypical manner, we are experiencing coolant temperatures of sub-60° for long periods of flight and this seems to consistently be resulting in engine failure due to overcooling. Even long periods at max continuous settings, 2650 RPM @ +7 lb/sqin boost, temperatures seem suspiciously low. If there
  8. I don't know if that is how it is supposed to be for good or not, but as it is right now, any missions which include dogfighting in bigger groups (furballs) agaist Spits are unplayable. Ex. instant action mission (furball vs. Spitfires) ends up with all the Antons killed, for no losses for the Spits. Same goes for the campaign, the Antons are unable to kill anything, I just saw even one Anton fly backwards (yes! Tail first!) to the ground and crash. The result is me alone scoring a kill or two and then being overwhelmed, or just generally fighting alone against a swarm.
  9. Oil temp goes from just below green to maxed out within a few seconds and engine dies. Was flying at over 350mph with oil radiator open.
  10. Trying to get better for the purposes of fighting online. I've heard a lot about the single player AI performing maneuvers that don't make sense, or having infinite energy, and other things. Is this still true? Also, it's hard to get better fighting the AI, because they always end up in a vertical two circle fight after two turns. It's so weird that such an awesome sim has such terrible AI. Is this being fixed?
  11. hi guys, i don't know if this has been said i couldnt find anything, i was messing round with the mission editor and noticed while testing a mission the C17 wheels arent animated and the nose wheel steers opposite to the direction it turns, funny as but not really the standard we've come to expect from dcs i dont know if its an easy fix it should be.
  12. I have a convoy of these launchers that are retreating from a site where they had their radar vehicles destroyed, so they should be on a road, and driving, I can set this up as you would with any other convoy of vehicles, give them waypoints, and a speed etc. I was expecting to see the missile tubes in the stowed position and the vehicles rolling along the road. Instead they're acting like they're just a static object sat on the road.
  13. This is some minor observation. I shot an ai p51 in 1v1 training mission, and chopped its tail and part of the fuselage. Then it passed through my 109s cockpit and inlflicted no damage or collision.
  14. As far as I can see, it is not possible to select the landing gear in Neutral. The Neutral position was used in case you lose the engine hydraulic pump and needs to use the hand pump to lower the flaps.
  15. Hello! before startup, to get pressure to open the cowl flaps, a couple good pulls on the hand pump is required. When pulling the hand pump lever with the engine off, the HYD PRES needle stays seated until the pump lever reaches the end of its animation, where the needle "pops" to roughly 1,000 PSI and then back to zero as more of a flicker, there is no smooth transition from a zero reading to 1,000. It's on and off. It's not game-breaking in any way, I can wobble pressure in and the cowl flaps open, I just think the coding behind the gauge is a little screwy :thumbup: Also, this ma
  16. Happy holidays to all, I did a very simple DCS missile research, showing very strange behavior: 1. Huge AIM-7M distance regarding other SARH missiles. 2. Huge AIM-9(all variants) distance regarding other short IR missiles. 3. Very small difference between R-27ET/ER and R-27T/R 4. It's strange that the R-77 performance was lower than AIM-120B. 5. Also the SD-10 performance is significant lower than the AIM-120B, too strange. * Yes, I know that a lot variables was ignored here, like the engine burn rate, missile drag, etc. but this was a simply missile launch in straight line (w
  17. So something that appears to be 100% replicable is that in the F15 if you fire off an AMRAAM and don't provide continuous tracking up to impact the missile will go ballistic: track 1 - TWS till impact track 2 - Snipped tracks High alt shots here when I get more time I'll do this at more altitudes with more jets. Just no time right now. TWS_SNIPPED.acmi TWS_TO_IMPACT.acmi
  18. When in BHOT mode the cold areas are so bright that you cant look at the screen, land is bright white while water is black (water is always colder) and vehicles black. in WHOT mode the hot targets, water and buildings are too bright the land is dark. Water should be dark, land grey-ish and buildings little bit brighter than the land, and the vehicles white, not bright tho. I think this is incorrect. F16 TPOD glare.trk
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