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There seems to be a new issue introduced with the latest 8/13/25 DCS patch. After testing on a private server there seems to be a FPS drop Issue associated with destroying vehicles submerged in water. FPS loss seems to happen slowly. If any sensors or the clients look at the area that the submerged vehicle wreck is located FPS issues persist, but if clients slave sensors and look away from the wreck the FPS issues resolve themselves. Current track file is too large to include in this post.
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You need to open them with the new cooling model if you don't want your engine to cook.
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Hey Hoss, it's the same GT from your group Attach a track file where your engine quits and I'll gladly look at it for you and see what's up. Taxiing and ground handling has been very difficult since the module was released. There are other threads on that, so no need to discuss it here and start a new conversation. It has not yet been addressed. I'm confused what you mean about the slash command for comms. I press it, the menu appears, and I'm able to hit the F keys to select items from the list. So for VA, I would assign wingman cover me command as: \ + F1 + F7. Is that not working for you? Would be strange. Not sure if you knew this or not, but you can also assign keybinds to move up/down, select item, etc once the comm menu is open. I assign them to a hat switch along with a modifier that I hold. It's awesome and not so well known. In the controls options, instead of picking the aircraft in the drop down, choose Coomand menu. I have hat bindings for Command menu next item, Command menu previous item, Command menu return, and Command menu select item. There are also keybinds for F1 thru F12, so check there that they were not cleared from your list. Cheers, -GT-
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In Free camera mode I cannot move the camera position using the W A S D E C keys . Is there something additional i need to do to get this functionality ? (Win 11)
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The pilot head in mirrors is new. Unfortunately, we don't have the option to turn it off. I have not noticed a difference in the rudder behavior. This plane requires lots of rudder. If you have your trims set to neutral, you're not flying a warbird correctly, especially this one. There are so many reasons rudder is needed: Prop torque, P-factor, gyroscopic force, prop wash vortex influence on the tail, etc. And the effect changes for each at different airspeeds and angles of attack. You will ALWAYS be playing with the rudder on this bird. This is normal and the principles are realistic. Just google "more right rudder" and you'll find more memes than you can imagine. The new noise (and possible shaking) you are hearing is the engine knocking (kinda sounds like a roller coaster climbing up the track). You are pushing the engine too hard if you hear it. Takeoffs from carrier are 54 inches max., not full throttle. If you hear the knocking, pull the manifold back a little. The checklists and real world old training videos that I've seen mention setting your MP and prop to desired conditions after takeoff, before your landing gear is retracted. Likely because it's important to manage that engine quickly. The artificial horizon is correct. The dot in the middle represent your aircraft's nose (or tail) and the two horizontal line to the right and left of it are your wings. These make up a rear-view image of an airplane. The line that moves around is the horizon. When that line is running from 10 o'clock to 4 o'clock, for example, you can see the "image" of your plane shows the left wing is below the horizon, and you are in a left bank. Cheers
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There's 8.5min of water injection. The 5min is the "manufacturer's suggested operating limits or void your warranty." It shouldn't be acting as a time bomb ticking away that your engine is going to blow up. You can push past 5mins and normally be just fine...or maybe you'll throw a rod or burn out a gasket. Then again,you might just get a small oil leak that your crew chief will hunt you down with a monkey wrench for later. There are SOME engines that had notorious problems with failing due to excessive heat (IE the Wright 3350 use on the B-29 had a tendency to catch on fire) but the R-2800 especially was noteworthy for its ROBUSTNESS. We've all seen this photo, I'm sure: This P-47 had a cylinder head shot out and still made it home despite losing much of its oil painting the fuselage black. I wish to god a better system could be found for handling engine temperature issues than "tick tick tick tick tick BOOM." It's been forty years, surely there must be SOME alternative by now.
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After your landing, your oil temperature was already red-lined. You need to open the oil cooler flaps. Cowl flaps and cylinder head temperatures are only part of the equation. When you took off after landing (still red-lined on oil temp), you pushed your throttle fully forward and got up to 57-58 inches MP. The engine knocking noise was clearly heard, which is the sound of mechanical damage occurring. Takeoffs from carrier are 54 inches maximum. I attached a screenshot from the Corsair POH's takeoff checklist. When you hear that knocking noise, pull your manifold pressure back a tad. Cheers! null
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Yeah Saxman this was well after take off: RPM 2550, Manifold 44. Last week I could easily set aileron and rudder trim to neutral and fly without any pressure on the stick. Have you encountered the shaking at the Continuous RPM? Innercooler and Oil Coolers closed too. It seems to go away at 5200 RPM (not very realistic). ANyway still fun. two steps forward, one step back.
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Well, my engine has quit on me three times. Once, like I ran out of gas, with the engine windmilling, I switched tanks, and it would not start again. I paused the game, checked all the gauges, and saw that everything was in the green and with a full tank of gas. The next two times, the engine seized up on me, and the gauges were all in the green as before. The second little Easter egg I found is that it will not turn left while taxing on shore, it turns right just fine... I immediately checked my curves, which are the same for all my modules, and then went to the Jug to test it, and it turns left with the brakes just fine. My third little Easter egg was that there are no Comms commands. I use Voice Attack, and the first action in the command line is to press RAlt + \ for radio calls. Well, it's not there in the Corsair Settings GUI; the backslash is there (\), but nothing else for communication with the game. After that, with a few select curse words, I put the Corsair to bed because there was no further reason to mess with it. I also did three repair functions on it, two quick ones and a long one with all Mods turned off. The Mods were all off for the third engine seizure, the brakes not working, and the Comms RAlt + \ issues. All the guys in my group are having the same problems, plus a few I hadn't experienced before. I find it hard to believe a group of beta testers could miss issues this significant. Now, how long do we wait for a fix?
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I wasn't noticing this, however I didn't do any takeoffs or landings. What was your airspeed and how much power were you giving it? The Corsair SHOULD require a lot of right rudder on takeoff and landing.
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1. My pilots big head is all over my mirrors even though I do not have the "Pilot Body" box checked in the main menu settings. Any way to turn him off? 2. The plane has a violent shake going from Max Carrier take off RPM down to 2550 continuous RPM. Is that supposed to be that way? It seems to settle after a few seconds on Continuous Power. Sometimes it doesn't - it shakes more than the antenna! 3. Constant rudder trim is needed again as the plane is pulling hard to the left like it did back in June at release. This was fixed as of last week, but now seems to be back again. 4. The artificial horizon, once uncaged, now seems to register the opposite of my actual turn and banking. If I'm banking right, it's showing left for example.
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Weather mod v1.8.1 for DCS
bandit648 replied to bandit648's topic in Utility/Program Mods for DCS World
How did you install the update? If you're using a mod manager, and uninstalled 1.8 then it should work. If you just copied it over that won't work. There's folder/file in the mod that need to be removed. \Bazar\shaders\common\samplers11.hlsl needs to be removed.- 330 replies
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Weather mod v1.8.1 for DCS
Cepacol replied to bandit648's topic in Utility/Program Mods for DCS World
Still having very long loading times =/- 330 replies
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SA-15 launching on aircraft up to 40,000 ft
Rhayvn replied to inZane's topic in Ground AI Bugs (Non-Combined Arms)
It's a bit over-tuned. You have to get within about 7 miles for FOUR HARMs to have a chance for 1 to get through reliably. It will shoot down 5-7 incoming GBU38/54 in a swarm before the remainder hit. IF they are all close together. Good luck to you if you have to use GBU12s and It's moving. Or, if you do not have 4 HARMs or 8 GBUs to expend on it. Unable to test yet for simultaneous attacks from different directions. New HARM code for it appears to be 132. -
It is working as intended on my end. Fine tuning between 0% and 50% is possible. Any cockpit mods?
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Weather mod v1.8.1 for DCS
bandit648 replied to bandit648's topic in Utility/Program Mods for DCS World
***If you downloaded 1.8 on August 12-14th, download again for the hotfix. There was a bug causing long loading times. Also recommended to clear your shader cache Saved Games\DCS\fxo and metashaders2 folders. 8/14/2025 - *HOTFIX* Updated to version 1.8.1 - Fixed excessive shader cache generation and long load times.- 330 replies
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Thanks for checking. @BIGNEWY Do you know what could be behind this mystery patch note?
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Guys, Just seen the Pre release video, looks like the module is coming on well. Congrats. Don't forget the Caution / Jump lights (red/green respectively)! I mention as in the brief look at the video the one thing that struck me was they were off during the drop - they should cycle up from red to green (and obviously back to red when out of release parameters for DZ) to indicate launch acceptability range. Anything that is going out the aircraft, be it pallets or people then they are on green. Good luck with the rest of the dev, are you doing the full CARP implementation, loadmaster station and ECHS MFCD that can be interacted with for Onload/Offload/Combat offload,Airdrop, Jettison etc. Is this something that you can jump to in VR as a crew position etc, rather than some overlay? This also leads me onto another point, how are you modelling HARP and two stage equipment drops for cargo? Does this involve work with ED surely for the physics of how that works re similar to HALO principles. I mean the module has the possibility to be the most complex planning module in DCS if you are going into calculating drops in any detail. Have ED or yourselves done some modelling on the different principles of this, the different parachutes and systems and are the varied meterological conditions in game affecting these drops? Are you planning to do JPADS? I ask as from a Multiplayer perspective, and no doubt the third party campaign devs this could prove invaluable. For example in MP players could drop cargo that for example with say moose/mist could then spawn into an asset that are used in MP missions such as command towers etc. This would give the module alot of capability, also with a far greater precision for HARP operations with safety from ground threats. Edit * Also how is cargo loading going to be simulated? Is there any movement of this be it vehicles / winch /crew etc? Can we loads troops?
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Eventually I have the desire to go VR, but for now I’m using a 65” LG 4K C3 OLED tv. Sent from my iPhone using Tapatalk
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I can't set the HMD knob (using mouse cursor) to any setting before it turns on to 50% by itself. I checked the key binding for it, and it isn't assigned to anything. I can't figure out why it keeps moving to 50% setting by itself. Is anyone else seeing this?
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Hey guys, it’s been a while since I posted. I had to put my project on hold for a bit. Just busy with life! I’ve began reworking all my panels to be more dimensionally correct. I’ve also been scouring the interwebs trying to find the most accurate toggle switches I could find. The right side console panels are basically done. I also don’t have much to do on the left side to be done! I’ll post those soon! Everything will be backlit too this time! Ready to get back after it! Hope everyone is well!