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JendaJND
Posted (edited)

Bunch of F-86A-5 FM issues

Incorrect max speed and inability to reliably fly past mach 0,95 let alone mach 1

Wildly incorrect roll speed at test altitude and most likely all other altitudes given currently 1° of aileron deflection produces less roll than it should. Especially when we can fully deflect ailerons.
And possible not "strong enough" ingame pilot to properly deflect ailerons to boost limit at deck level ingame at 400kts+. (might be able to deflect it but then we again run into issues of aileron deflection does not produce enough roll)

 

Edited by JendaJND
  • Like 1
Flyingadjo
Posted

Hi,

 

I don't know if it has been reported. I noticed while crashing withe F80 that when the wing got ripped away, the cluster bomb stay at the same place it would have been if the wing had stayed attached to the plane. 

  • 2 weeks later...
JendaJND
Posted

F-86A-5 high speed problems

 

Posted (edited)

The damage model for the combustors on the F-84E seems to be extremely sensitive, or the jet engine damage model on the F-84E is bugged. I have had on multiple occasions the combustors on the F-84E get damaged from dropped bombs and ordinance when flying somewhat low, but no other parts of the aircraft are damaged, including the skin of the aircraft surrounding the combustors, or the compressor or turbine. Flak seems to also damage the combustors easily, but again, without the skin around the aircraft or any other components being damaged, even those before the combustors if the flak was injested such as the compressor. It seems odd to me that shrapnel from flak or dropped ordinance would damage the combustors of the aircraft without also damaging the skin surrounding the combustors, or if the flak was injested through the intake, the compressor which is before the combustors, or the turbine which is after the combustors.

v 0.004b

Edited by Ludl0w
Version number, clarification.
Posted

Есть ощущение что гидросистема чрезмерно  мощная . Но могу ошибаться.

 

Gigabyte Z690 UD DDR4 /i9-12900KF /DDR4 Kingston CL18 128GB 3600MHz/ ASUS GeForce RTX 5080 PRIME 16GB /Corsair HX1200 1200W    

Руководства к самолётам ROF

Freddie
Posted

Дифференциальный тормоз работает на американских самолетах, в то время как раздельные тормоза на советских не работают. Таким образом, у американских самолетов оказываются сразу две системы торможения, чего не должно быть.

Posted

Попытка повторного запуска поврежденного двигателя - вызывает звук бесконечной работы  стартера 

 

Gigabyte Z690 UD DDR4 /i9-12900KF /DDR4 Kingston CL18 128GB 3600MHz/ ASUS GeForce RTX 5080 PRIME 16GB /Corsair HX1200 1200W    

Руководства к самолётам ROF

Posted
07.08.2026 в 01:38, Freddie сказал:

Дифференциальный тормоз работает на американских самолетах, в то время как раздельные тормоза на советских не работают. Таким образом, у американских самолетов оказываются сразу две системы торможения, чего не должно быть.

Сделано для удобства тех, у кого нет педалей, чтобы можно было рулить, используя одну общую кнопку тормоза.

Lead engineer

Posted (edited)
On 8/11/2026 at 1:59 AM, Gavrick said:

Сделано для удобства тех, у кого нет педалей, чтобы можно было рулить, используя одну общую кнопку тормоза.

Разумно, я так и догадывался. Но не для всех это удобно. Моя ситуация: педали с toe brakes, лишней оси, чтоб назначить как гашетку тормоза, нет. Назначаю одну из педалей одновременно и как раздельный тормоз, и как дифференциальный, чтоб иметь возможность дозировать торможение и на "синих", и на "красных" самолетах, в надежде, что игра сама разберется, где каким тормозить. Что получается? При рулении на американском самолете одна педаль работает нормально, а вторая, которая назначена как гашетка, затормаживает оба колеса, если не отклонить педали. Либо приходится при пересаживании между самолетами разных сторон все время лазить в настройки и переназначать ось. Сделайте тогда в настройках выключатель этой фичи.

Edited by Freddie
Posted
27 minutes ago, Freddie said:

It makes sense, I figured as much. But it's not convenient for everyone. My situation: I have pedals with toe brakes and no extra axis to assign as a brake trigger. I assign one pedal as both a separate brake and a differential brake, so I can control braking on both "blue" and "red" planes, hoping the game will figure out which one brakes where. What happens? When taxiing an American plane, one pedal works fine, but the other, which is assigned as a trigger, brakes both wheels unless I move the pedals. Or I have to constantly go into the settings and reassign the axis when transferring between planes on different sides. Then add a switch to turn this feature off in the settings.

Make a different key profiles for a different plane. Issue solved.

  • Upvote 1
Posted
41 минуту назад, Freddie сказал:

Разумно, я так и догадывался. Но не для всех это удобно. Моя ситуация: педали с toe brakes, лишней оси, чтоб назначить как гашетку тормоза, нет. Назначаю одну из педалей одновременно и как раздельный тормоз, и как дифференциальный, чтоб иметь возможность дозировать торможение и на "синих", и на "красных" самолетах, в надежде, что игра сама разберется, где каким тормозить. Что получается? При рулении на американском самолете одна педаль работает нормально, а вторая, которая назначена как гашетка, затормаживает оба колеса, если не отклонить педали. Либо приходится при пересаживании между самолетами разных сторон все время лазить в настройки и переназначать ось. Сделайте тогда в настройках выключатель этой фичи.

Для этого есть возможность создать отдельный профиль управления для каждого самолёта. 

Posted (edited)
7 hours ago, DEMON said:

Для этого есть возможность создать отдельный профиль управления для каждого самолёта. 

То есть если понадобится изменить что-то в раскладке глобально, придется делать это как минимум в двух местах: в общем и, например, "красном" профиле. У - удобство.

Edited by Freddie
  • Upvote 1
  • 3 weeks later...
Posted

dear devs team, please check Yak-9P flight model regarding after-landing behaviour with emergency gear extension.

When landed and engine switched off, the aircraft has weird tendency to move, and cannot be completely stopped by wheelbrakes

Posted

after release we're still having this 'legacy problem' with hovering tailwheels at grass/dirt terrain... can this be fixed in future updates? 

 

2026_8_31__16_11_0.jpg

  • Upvote 1
  • 1 month later...
Posted

Yak-9P graphic bug. 

Left gear missing, one can look through the wing and the fuselage:

jTd1Zy.jpg

But everything's in place:


fNUu83.jpg 

 

  • Upvote 1
Arrow_1974
Posted

I hope this the correct thread.
Subject: Build 25605106: napalm fire re-kills destroyed airfield objects every 2 s – kills, score and PCP inflated

Hello,

Napalm fire on airfield structures (block-group objects such as tents, ammo storage, parked aircraft and hangars) logs a new kill for the same destroyed part every 2 seconds for the fire's entire lifetime of about 178 seconds. The career processor counts every one of those records, so sortie and career kill statistics, score and PCP are inflated, sometimes by a factor of 100.

Control test (missionReport(2026-10-02_00-25-26).mlg😞

  • Napalm on two isolated 61-K AA guns: one kill record each, which is correct.
  • Napalm on airfield structures in the same mission: three burning parts of the airfield block group each logged 90 kills in 178 s.
  • Where several fires overlap one part, the log shows 270, 450 or about 900 kills for that single part, always at the same position and with the same target ID.

Effect in a career (mission 58, 1951.06.05, files missionReport(2026-10-01_09-01-41).mlg and (…09-08-18).mlg😞

  • The mission's own event list (mission.result) shows 13 destroyed objects, 3 of them parked aircraft. It isn't affected.
  • sortie.killStats records 596 buildings and 270 parked aircraft, with a sortie score of 5,690 against a usual 300–700.
  • Across the career: 84 of 355 sorties are inflated, and the pilot's PCP went from 337 to 1,121.

History: short re-kill bursts on napalmed airfields (up to about 50 per part) existed before 29 September. Since the update they continue for the fire's full lifetime.

Where it seems to happen: the duplicate kill records are already in the .mlg log, so they come from the simulation, not from career processing. The kill events reach CMLogger already built, and the logger doesn't de-duplicate them. In this build, CBlocksArray's per-part "dead" check appears to have moved from a byte flag to bit 0 of a shared flags byte. If the fire-damage path doesn't see that bit, a destroyed part would look alive on every fire tick. That last part is my hypothesis from outside; everything above it is measured.

Expected: each part credited once, when it's destroyed.

Alex 

AMD Ryzen 7 9800X3D; MSI MPG X870E CARBON WIFI Motherboard; ASRock Taichi Radeon RX 9070 XT 16GB; CORSAIR Vengeance RGB 64GB (2 x 32GB) DDR5 6000; 2x SK Hynix Platinum P41 M2 SSD 2TB; CORSAIR RMx Series RM850x ATX Power Supply; Arctic Liquid Freezer III Pro 360 A-RGB AIO; MONTECH KING 95 PRO Dual-Chamber ATX Mid-Tower, LG - UltraGear 45" OLED Dual Mode (5K2K WUHD 165Hz, WFHD 330Hz)

FuriousMeow
Posted (edited)

The game still freezes up when shooting Il10s and Tu2s - these have been the only ones I've noticed it happen with. The game load spikes into red 200, 300, 400+% once it unfreezes then quickly returns to normal. Its not consistent, and its not on the first shot/damage but very random.

I provided tracks but even when I play them back the same thing doesn't occur in the tracks. 

If there's some other way to gather data for this, please advise.

9800x3d CPU with 32GB DDR5 6000, and never drop below at least 10GB physical free mem.

Edited by FuriousMeow
Posted (edited)

F-51D return of fuel vapors to rear fuselage tank goes way too fast. It should be about 36l/h (9,5 US gallons/h). I imagine it can be a bit more or less depending on condirtions, but right now it refills much faster. Just flying for some minutes using right and left tanks, rear fuselage tank refills more than 20 gallons, causing many difficulties because of the displacement of the center of gravity of the plane. Another problem is the fuel tank selector handle is displaced and shows some wrong tanks that are not currently used if you compare with tecnochat.

Thanks!

Edited by Mark_Krieger

CPU AMD Ryzen 7800 X3D, GPU AMD Radeon RX 7900 XTX, RAM: 64 Gb DDR5, VR Headset: Quest 3.

Posted
On 10/2/2026 at 6:02 PM, FuriousMeow said:

The game still freezes up when shooting Il10s and Tu2s - these have been the only ones I've noticed it happen with. The game load spikes into red 200, 300, 400+% once it unfreezes then quickly returns to normal. Its not consistent, and its not on the first shot/damage but very random.

I provided tracks but even when I play them back the same thing doesn't occur in the tracks. 

If there's some other way to gather data for this, please advise.

9800x3d CPU with 32GB DDR5 6000, and never drop below at least 10GB physical free mem.

Ditto this problem for me as well. I have 64GB of DDR5 mem, and an AMD 7900XTX with an Intel i7 14700k

Posted

La-11 landing gear shock absorber issue

From the earliest version to now, the La-11 has always had a problem: after making a turn with a slightly smaller radius, the outer landing gear gets heavily compressed and cannot rebound, causing the fuselage to visibly tilt. Look at the attitude indicator and the wings on both sides in the picture—what an exaggerated effect! In fact, even in the initial state on the runway, the engine’s reaction force alone can cause it to tilt. I don’t understand why this problem has persisted and has not been fixed. Please, developers, fix it as soon as possible. Thank you!

Also, during low-speed ground taxiing in the La-11 and F-51, even a 1 m/s crosswind from directly to the left makes it very difficult to taxi in a straight line. You have to use tail wheel lock and brakes to go straight, which is clearly inconsistent with reality. Is the game over-amplifying the effect of crosswind on ground taxiing?

1(2).png

2(2).png

  • Upvote 3
Posted (edited)

Испытываю проблемы с управлением поршневыми самолётами на взлёте в Корее. Изложил в данной теме:

Возможно ли получить ответ от разработчиков указывающий мне на проблему с моей стороны? 

Edited by Sashka13

AMD Ryzen 7 9800x3D, AMD Radeon RX9060 XT 16Gb, оперативка 32Gb.

Posted

MIG 15 - I've noticed an issue with the speed brake. Around 50% of the time when I press my assigned controller/keyboard button, the speed brake button on the in-game pilot's joystick visibly clicks in, but the speed brake itself doesn't deploy. I then have to press my assigned button a second time for it to work. It doesn't happen every time, but it's quite frequent. 

  • 1C Game Studios
Posted
9 hours ago, DarthExodus said:

MIG 15 - I've noticed an issue with the speed brake. Around 50% of the time when I press my assigned controller/keyboard button, the speed brake button on the in-game pilot's joystick visibly clicks in, but the speed brake itself doesn't deploy. I then have to press my assigned button a second time for it to work. It doesn't happen every time, but it's quite frequent. 

Please upload a track showing this issue, thanks. 🙂 

FuriousMeow
Posted (edited)
4 hours ago, LukeFF said:

Please upload a track showing this issue, thanks. 🙂 

Track attached. So I started the track after hitting the airbrake to deploy, so the switch is already in the deploy position but the airbrake isn't deploying/deployed. I hit the deploy button again and it deploys. I hit again and it retracts. I repeat the process, and the switch flips but the airbrake doesn't deploy until I hit it again. Then it goes on a bit longer trying to throttle up to see if that does anything, doesn't, and I forgot to stop recording while continuing to fly. The important bit is the first minute or so.

Its not easily reproducible, I had taken off, flown around for a bit, smashing the button until I was about to give up and land but was way off on where I thought I was so retracted the airbrake and flew over to get lined up when finally the switch flipped but no deployment and luckily it happened twice in a row. 

Mig15_speedbrake_deploy_issue.rar

Edited by FuriousMeow
  • Upvote 1
Posted

Присоединяюсь к сообщению товарища: 

Амортизация шасси самолётов Як-9П и Ла-11 при поворотах не восстанавливается. Вот пример старт на полосе шасси в порядке:

2026_10_9__7_32_57.jpg.99022acabb9ce18b402e71afaa89e218.jpg

 

Далее посадка и руление на место старта и вид на авиагоризонт, видим что имеем крен на правое крыло так как разворот самолёта был влево и останов:

2026_10_9__7_40_8.jpg.2524090cba6005fb8e719199d43ddc50.jpg

Виды снаружи на самолёт: 

2026_10_9__7_41_36.jpg.b981c86091971c64f7484eb2291ce04a.jpg2026_10_9__7_42_4.jpg.63a9aa9eb04ec8908753dcbe8206ed3c.jpg

Теперь разворот вправо, останов и имеем левый крен:

2026_10_9__7_40_46.jpg.d018ca257675bc4ae9e5f0f777d43870.jpg2026_10_9__7_40_21.jpg.5537ca4d9210b515aa6f1d6df8671ac8.jpg

Такая же проблема есть и в "Великих сражениях". Пока проверил на Як-7Б. Опубликую баг в теме по этой игре.

AMD Ryzen 7 9800x3D, AMD Radeon RX9060 XT 16Gb, оперативка 32Gb.

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