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K-dot-B started following SetPath Command Offset WP 0 , night lights , Some EWR callsigns broke with hotfix 2.9.4.53627 and 6 others
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The last update (2.9.4.53627) seems to have broken some of the available callsigns for EWR units. I was working on a mission when the patch became available, and after updating I noticed that some of the EWRs I placed earlier stopped responding to radio calls. I found that callsigns from the second half of the list in the EWR task dropdown menu will not work in game. The EWR will not respond to radio calls, and the radio menu will show the unit's generic name instead of the callsign. I attached some screenshots and two tracks, one with a working callsign ("Pinpoint") and one with a faulty callsign ("Ferret"). Working callsigns: Broken callsigns: ewr_missing_callsign_correct.trk ewr_missing_callsign_faulty.trk
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None of the available IR missiles give a tone when pointed at the sun. In the attached track I used R-3S missiles, but this can be reproduced whit all of them. There are old threads from around 2016 saying the missiles on the MiG can't lock the sun, but I distinctly remember getting a tone from the sun about a year ago, so the feature had been implemented at some point. mig21_sun_no_tone.trk
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None of the available IR missiles give a tone when pointed directly at the sun, as seen in my track. It may be worth it to investigate this issue with FC3 as well, but I don't have those planes myself. su25t_sun_no_tone.trk
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fixed Sight orientation permanently shifts due to rotation limits
K-dot-B replied to FusRoPotato's topic in Bugs and Problems
But it didn't happen after just one or two turns, did it? I probably jumped to conclusions too fast, you're right. To me the report made it sound like this was a new issue where the sight gets toppled from the slightest mistreatment, and not the known weakness of the system when doing quick turns. I also did want to make a point about how difficult it is to reproduce an issue that seems trivial to some, that's true. The periscope being able to see backwards and the gyro only failing to one side still remain as possible bugs. -
fixed Sight orientation permanently shifts due to rotation limits
K-dot-B replied to FusRoPotato's topic in Bugs and Problems
My problem is that following your exact steps led nowhere. You wrote "gently" in your description. I turned left and right in a hover many times gently without ever getting the gyro to topple, you can see this in the beginning of my first track. At the end I had to kick the rudder pretty harshly, which I knew would mess up the sight, but the report suggested it was something else causing this. People interpret written symptoms differently. A track is solid evidence. -
fixed Sight orientation permanently shifts due to rotation limits
K-dot-B replied to FusRoPotato's topic in Bugs and Problems
The only possible bug I noticed is that the sight always gets stuck in the right side, no matter which way I turn. I'd appreciate if others would look into this, I could do a separate report on it. Mini-rant: This test took me about an hour to set up and do (fueled by my love for this module and the anger about OP's reluctance to help), and it turned out to be a non-issue. We can't really expect the forum staff to go to such lengths with every "bug" posted each day. It is absolutely crucial to include a track with every report no matter how minor it may be. Ridiculous. -
fixed Sight orientation permanently shifts due to rotation limits
K-dot-B replied to FusRoPotato's topic in Bugs and Problems
@FusRoPotato @RedBjorn Is this the issue you're describing? Mi_24_raduga_issue_gimball_limit_3.trk Mi_24_raduga_issue_gimball_limit_4.trk -
[Report Thread] Bugs of China Asset Pack
K-dot-B replied to RocketmanAL's topic in Chinese Asset Pack
The stern wake of the Type 071 Amphibious Transport Dock appears offset from the end of the ship: ship_wake_issue.trk -
Pleasantly Dadaist in style. I also noticed that something was weird with the nav equipment, turning the test switch made the associated warning lights turn on even in a cold and dark heli. Maybe the equipment isn't wired correcly to the electrical system and has power at all times.
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There is a short manual for CA in the game files that answers all of these questions. Iirc it's somewhere in the core DCS/Mods/Tech/Combined Arms/doc
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fixed Mirrors, moving map and cockpit language bug in MT VR
K-dot-B replied to twanmal's topic in Bugs and Problems
Any mods you're using? This is from another thread (only the reply is relevant): -
This is an issue I'm also struggling with. I found it very hard to nail down the exact steps to make it happen, but I managed to record some tracks (on rare occasions the issue may happen in game, but not on the track). It happens all the time on PG and Syria, but not always on the first try. Syria produced the most erratic behaviour, maybe because it has the densest road system of all the maps. Interestingly, I couldn’t reproduce it on Caucasus. The most useful clue I got is that when the issue happens, the offset WP0 always appears on a road. (Also seen in Shadow KT’s tracks) Here are the results of my most successful tests: Test 1: Add waypoints very close to the aircraft, path works normally: offsetWP0_issue_PG_norm.trk Test 2: Add off-road or on-road waypoints far from the aircraft, error happens. Observe the offset WP0 always appearing on a road: offsetWP0_issue_2_PG_off.trk offsetWP0_issue_2_PG_on.trk offsetWP0_issue_2_Syria_error.trk I did more tests with complex paths, but the track recording never worked with those. This is just speculation, but it seems DCS is tracking aircrafts as being on/off the road system like ground vehicles when adding waypoints with Combined Arms, and this messes up the pathfinding.
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reported ARK-15: Incorrect modeling of frequency selectors
K-dot-B replied to K-dot-B's topic in Bugs and Problems
Fantastic, thank you! -
reported ARK-15: Incorrect modeling of frequency selectors
K-dot-B replied to K-dot-B's topic in Bugs and Problems
I added a new video from molevitch as evidence. It shows all the issues mentioned in the report, check it out at the end of the original post!