

Ithronwise
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Use this one: https://discord.gg/gpUqaPwztq
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- super hornet
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Hello, I found a strange bug: Since the last DCS update Japanese WWII ground units (and only those) disappear after destruction. Dead static objects of the same ground unit types placed on a map are not visible after loading the mission. Track file of a demonstration mission is attached (Combined Arms is needed), a short (cutted) video can be found here: To be sure it isn't an impact by some mod or script I did a cleanup and a repair with "check all files" and "search for files after repair" and started DCS with a virgin Saved Games folder. In dcs.log appear the following lines: 2025-08-18 16:55:04.018 ERROR TRANSPORT (Main): ShapeTable shape not found TYPE_89_I_GO_DESTROYED 2025-08-18 16:55:04.020 ERROR TRANSPORT (Main): ShapeTable shape not found TYPE_98_KE_NI_DESTROYED 2025-08-18 16:55:04.022 ERROR TRANSPORT (Main): ShapeTable shape not found TYPE_94_TRUCK_DESTROYED Japanes units disappear after destruction.trk
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I already did all these things (and I also wrote it) someone should do if he is facing a bug. I used a virgin Saved Games folder, removed all mods from core, did a cleanup and repair with "check all files" and "search for files after repair". The destroyed japanese units/static objects are definitively gone since the last DCS update. Before, they were there (I played the same mission before and after the update). Yeah, maybe you're right. But they came with the Corsair, so it is a little difficult to decide to what topic the bug report belongs to.
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Bug? - Destroyed model did not appear
Ithronwise replied to Massun92's topic in Static/AI Mods for DCS World
I face the same issue with the WWII japanese ground units, see here:- 1 reply
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Hello, found a strange bug (not sure if it is already known, didn't found any other threads about it): Since the last DCS update Japanese WWII ground units (and only those) disappear after destruction. Dead static objects of the same ground unit types placed on a map are not visible after loading the mission. Track file is attached, a short (cutted) video can be found here: To be sure it isn't an impact by some mod or script I tried it with a virgin Saved Games folder with the same result. EDIT: An addition: in dcs.log appear the following lines: 2025-08-18 16:55:04.018 ERROR TRANSPORT (Main): ShapeTable shape not found TYPE_89_I_GO_DESTROYED 2025-08-18 16:55:04.020 ERROR TRANSPORT (Main): ShapeTable shape not found TYPE_98_KE_NI_DESTROYED 2025-08-18 16:55:04.022 ERROR TRANSPORT (Main): ShapeTable shape not found TYPE_94_TRUCK_DESTROYED Japanese units disappear after destruction.trk
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F-23A mod by ThunderStruck Simulations
Ithronwise replied to Thunder Chicken22's topic in Flyable/Drivable Mods for DCS World
Interesting and a strange decision by Northrop. Except for the F-15 all planes of the US Air Force have a refueling hatch somewhere along the upper centerline of the fuselage. -
F-23A mod by ThunderStruck Simulations
Ithronwise replied to Thunder Chicken22's topic in Flyable/Drivable Mods for DCS World
The prototype has the refueling hatch on its back behind the cockpit. -
1. Set the Max. Frame rate in DCS to 60 FPS (it is always better to set it to the same FPS that you use in Opentrack). 2. Enable AMD FreeSync Premium in the Display settings of the Adrenalin UI (it limits the monitor frequency to the FPS rate of the game) 3. Optional: Enable Frame Rate Target Control in the Graphics Settings of the Adrenalin UI (problaby not necessary anymore since DCS has its own FPS limiter) 4. Optional: Set the Max. FPS to 60 in the Graphics Settings of the Adrenalin UI (it is the value below No. 3) 5. Remove the Optiscaler, not sure how exactly it works but to have an additional layer that needs performance and process time is never a good idea if you already have performance issues 6. Set Anti Aliasing in DCS to MSAA and MSAA to 4x 7. Deactivate the Game Bar and the Game Mode in Settings -> Gaming in Windows
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Just as an addition, the Eurofighter has an IRST sensor too (PIRATE system).
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- super hornet
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I use Open Mod Manager for years now. It is much simpler and more straight forward. Don't miss OvGME.
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Maybe a question of costs? You don't need an IRST for every mission, so whether you upgrade all of your planes with an IRST (hight costs, more maintenance) or just some of them, but then you have to be sure that these planes are available when they are needed. With an IRST in a fuel tank you only need a limited amount of this system and it is possible to equip any available plane with it if needed. You only has to upgrade all of them with necessary wiring (much cheaper).
- 452 replies
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I guess you have installed the C-130 mod by Anubis. This mod is outdated and uses an old weapontype declaration for its payload. This causes a conflict with the new weapontype declaration used for the superhornet mod. You have to remove the C-130 mod or you use this fix by SkateZilla:
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As long as Microsoft offers extended support even for home users it would be a bad idea to stop supporting Win10. Perhaps it would be a good idea to switch DCS to Linux midterm, because Windows is not going to get any better in the next years.
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It is available and very much alive on the Chiller Juice Studios Discord channel: https://discord.gg/gpUqaPwztq A hint when you join the Discord channel: Please, before asking questions or posting an issue you have found, read the faq and check the bugs-and-polishing thread (especially its Pin section) as well as the q-and-a thread. Additionally, use the search function. 99% of issues that users face are already known and have been answered/solved literally hundreds of times. Thanks in advance.
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Nothing, the Superhornet doesn't carry unguided rockets because of the canted pylons. Just study the loadout options carefully. They tell you all what you need to know. The first part (STA 02 ... STA 03 ... STA 03 | 04) tells you on which station(s) the weapon(s) will be loaded. The station number correlates with the numbers in the head of the loadout table. The second part (1x ... 2x ... 1x / 1x) tells you how many weapons will be loaded. You only have to consider not to load conflicting loadouts (e.g. STA 02 | 03 on the outboard station and STA 03 on the midboard station).
- 452 replies
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It already is possible with some limitations, and some loadouts allows you to carry more weapons than the legacy hornet. If you mean, whether it will be ever possible to have 11 fully functional pylons, then the answer is: only with a completely own FM written from the scratch.
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If you want to carry a wing tank on the inner left station and the targeting pod on the left cheek station you have to load the wing tank by using the FUEL TANK menu for the left midboard pylon and then choose one of the STA 04 Fuel tank options.
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Oh, ok, I didn't try the presets because I always create my own loadouts.
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The link by fagulha is still valid (just tested). Maybe something goes wrong on your side (do you use VPN or Proxies?). Here is another one (this one is set to never expire): https://discord.gg/U2bK5SHucp
- 452 replies
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OH-6A by Tobsen and Eightball
Ithronwise replied to tobi's topic in Flyable/Drivable Mods for DCS World
Calm down, it wasn't meant this way. Maybe you should think for a moment that not all here are native english speakers and therefore not every sentence may perfectly enunciated. To instantly insinuate a bad purpose is a strange attitude and I can't believe that I have to defend myself for a simple suggestion, which one and only reason was to show a way that would allow to see these mods are still working in two or more years. This forum is full of great but dead mods because the developer has given up and there was no successor. Anyway, I am out here. I don't need this hostility.