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The problem described in the linked topic is still happening in the latest open beta of DCS. The F-5s Tacan just seems to freeze randomly after a while and needs to be reset by turning the Tacan off and back on, otherwise the needles just won't move anymore.
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Runways reported by lua using the airbase class function getRunways() returns a table of data for runways - most of this information is correct, except for length. Length is off for almost every single runway, except al mansurah 35/17 (which is only off by 20m, good enough for me, its functionally correct, and looks it on the map at a glance if used for marking the strip) Lengths are not off by a lot, it varies. Some are only off by about 100m, others off by closer to 400m. not a particularly severe bug, the lengths are all 'close enough' but for those of us that use that data to mark runways on the map, for various lua functions, etc.. its imperfect. Looks like a simple oversight of a placeholder slipping in, as many are sharing the same numbers for length. Possibly just unfinished? low priority bug for sure.
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Hi, I'm updating my Mirage F1 CE missions, to adapt to the latest changes of this Module, and on my testing found that the Oxygen supply does not seem to be working properly: - The Flow indicator does not blink in normal operation (it does when pressing the Oxy Gauge test button). - The Oxygen Selector, on the left side of the ejection seat, does not work. Here is a short video, highlighting this issue: This video is on the latest DCS Openbeta, MT version, but on Single Thread happens exactly the same. Have not tested the F1EE version to see if it behaves the same, will do it later. Best regards, Eduardo
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- oxygen system
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When Cold starting the new Gazelle, found that the Sight is powered in spite of the Battery, Alternator and Generator switches being Off:
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The other day I found this strange bug doing the taxiing and takeoff tutorial, while I was taxiing behind the humvee I crashed with him and damaged the plane which turned off, i began to repair it and connected the external power, meanwhile when waiting for the repair i started to check some switches, and then when i activated the INT/KONT switch it made the canopy closing sound, it seemed very strange to me so to check what was happening I restarted the mission and did exactly the same thing, the bug was still there, I checked the files and removed the mods but it sems like is not a problem on my end, im gonna try to provide a video showing the problem but right now I don't have access to dcs. pd: english is not my first language im sorry if some things dont make a lot of sense.
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This behaviour was observed in our MP session today on both the F-16 and the F-18. The replication instructions below are for the F-18. Start with an F-18 with a TGP (I was using the Lightning). 1. Create a waypoint, hereafter referenced as WP1. 2. Take-off. Turn on Radar and TGP and wait for warm-up. 3. Enter A/G mode. Have the TGP on one MFD and the Radar on another. 4. Waypoint Designate WP1 The status as this point is that WP1 is designated and both the TGP and Ground Radar are slaved to it. 5. Select the Radar and move the Designation Cross to a new point 500 meters west of WP1. I am calling this poing AP1 (Aim Point 1). At this point the TGP will now be pointing at AP1. However the radar's Designation Cross does not move and is still pointing at WP1. These two sensors are now desynced by 500 meters. 5. Select the Radar and move the Designation Cross (Which is still on WP1) to a new point 500 meters west of WP1. I am calling this poing AP2 (Aim Point 2). AP1 and AP2 should be the same offset from WP1, given the wierd current logic, and the TGP and Radar should both be looking at this location if they were synced. However in reality At this point is: * The Radar Designation Cross has snapped back on WP1. * The TGP is now looking at a point 500 meters west of AP1/2 because when we slew the radar based on an offset of WP1 the TGP will slew the same amount but from AP1 instead of WP1. If we drop a bomb at this point it will hit WP1. So there are two bugs here. A. The Ground Radar Designation Cross snaps back to the Waypoint and targetting systems will use this as the drop point for things like bombs in CCRP. B. The TGP does not stay slaved to the Desicnation Cross. Things not tested: * What happens if you switch to the TGP, does the Radar Designation Cross start following the TGP? Properly or using the wrong base offset?
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When a DCS server fails to authenticate with the central DCS authentication servers and is displaying the modal window indicating that fact; DCS will max a single CPU core in the background. Below you can see a server which failed to login on restart and was not reset for 3 or so hours and the effect it had.
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Hello, VR user (don't know if that has anything to do with this or not). I am seeing spontanious SD-10 launches as I click around the cockpit performing non related functions. It's happened as I select a new Wp VIA the UFC, it's happened while scaling the right MFD VIA button press (versus joystick bind) and it's happened as I sat satisfied with myself in transit to the objective doing......nothing. Am I off my rocker? My VR hand controler isnt active unless I grab it, so I don't think it's inadventant/mistaken hand controller input as I am unaware there is another way to fire SD-10's other than the mapped joystick button. Off my rocker or known issue?
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Fresh DCS install, no mods whatsoever. Made a 15 sec track. Spitfire is my absolute favorite. What I describe below is new behavior I'm quite certain. This bug is specifically about the electric starter, not the whole starting sequence. Description. 1) Spawn Spitfire on airfield as "Takeoff from ramp". I.e., engine stopped and cold. 2) Flip open start and booster covers 3) Hit starter button and engine turns over. Release starter button. Hit starter button again, propeller doesn't move. This is what my short track shows. Now the weirdness. This only happens when the first starter button press is very short (less than a second). If the first starter button press is longer, say 5 sec, it will not happen. Also, it will only happen once. Meaning, if I "Quit -> Fly again", it will not repeat. The autostart sequence (Right Win + Home) seems to always work when applied after spawn. But ... if autostart is tried after a failed manual attempt (as in the track), autostart will not move the propeller either. Modules: [I-16] [Normandy 1944 Map] [WWII Assets Pack] [Bf 109 K-4 Kurfurst] [UH-1H Huey] [F-86F Sabre] [Flaming Cliffs 3] [Spitfire LF Mk. IX] [P-51D Mustang] Free Mariana map NOT INSTALLED. Version, latest as of today. openbeta/2.7.16.28111/ Downloaded my track (above) and confirmed it runs as described. Spitfire manual start fail.trk
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If a landing request is made while an AI plane is taxiing to catapult 3, the catapult personnel will clear the area, waiting for the incoming jet to land. This can cause the AI attempting to take off from catapult 3 to get stuck waiting for the flight deck personnel to hook them up and shoot them, but the AI isn't smart enough to realize that it's fouling the landing area, so they just sit there waiting for something to happen, while the planes in the pattern are just burning fuel in wave-off after wave-off. This bug is easiest to catch when a large number of AI are attempting to land and take off from the boat simultaneously.
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Hello, I would like to report a bug that I've been experiencing quite often regarding troops embarking into transports. Included are the Track file and Mission file, Here is a video of the setup and bug occurring In addition, if you are able to get the troops to embark while you are in the F10 map, the troop icons do not disappear from the F10 map until you exit and re-enter the map. Thank you! Varial Embark bug.trk Embark bug.miz
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- mission editor
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Hi guys, A little confused here. The hind seems to be munching my FPS like crazy, with most modules i get 50/60FPS with decent settings, but with the hind I am barely getting 30! Any ideas whats going on? any settings I can look at to smooth it out? See my settings below. MSI z16 laptop with 3060 32gb ram I7 11800H
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Hear is a vidio of me showcasing the problem. You cant comferm a tv fix in SPA + Mål mode
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MFD symbology is improperly masked and can jump outside the MFD at high pitch. https://imgur.com/1pAYrmJ https://imgur.com/GiPU3zQ https://imgur.com/lgKRA6U
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During a constant g load when passing the vertical the g meter will either add or subtract one g. This is incorrect because the vector addition of g from earth's gravitational field should follow the sin of the pitch angle not add or subtract g depending on passing the vertical. The vector of g is [sin pitch, cos pitch]. Just to be clear I am not referring to the induced g load on aircraft which is of course contingent on the radius of the turn and the velocity of the aircraft, but specifically the gauge should not instantly drop 1g upon passing the vertical effect of the gravitational field on the g meter
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- bug report
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Hi, Here my Specs : Version : DCS Open Beta 2.7.6.13436 Graphics: Ultra with RTX3060Ti VR : Oculus Rift CV1 Tested Modules : M2000C / F5-E Terrain: Caucasus (Vaziani) Wheather : Winter, sunny in the morning (10:30 am) Description : Bird on the taxiway, i turn my head aside and then the plane's shadow appear. When I recenter my head, then the plane's shadow disapear. I always play in VR and i can't remember if i've ever seen it but it seems that is the first time because it is a very visible effect (eye attracted) :
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The Artificial Horizon is very often badly out of whack (henceforth "wrong"), as many have noted. A little surprised that despite really trying (loop, roll ...) I have yet to find a quick way to get it "wrong". I'd love to make a short track but I couldn't. Interestingly, one real Mk IX (see film), messes up it's horizon anytime it rolls and then takes 9 minutes to self correct. Two things. DCS Spitfire horizon does not get "wrong" on rolling and it never self corrects (at least not in 80 minutes). Anyway, after 50 minutes, I manage to make it wrong by doing "donuts" and then finally I could do the test I set out to do: 1) Parked on runway, RPM 2200 (to provide suction) for 40 minutes+, horizon does not not self correct. 2) Fly plain and level for 40 minutes+, horizon is not self correcting. Note1, the 50 minutes Batumi - Soochi were flown straight and level to see if it would get wrong spontaneously. It didn't) Note2, I found the behavior after it's "wrong" weird. If I turn, in the air or on the rwy, I can get the horizon "right" again) Real life video references. 1) Hadley, Spitfire MK IX. https://youtu.be/Njjl_smtMoQ Within the first 40 sec, one can visually see the horizon creep in self correcting while on the ground. 2) Spitfire Mk IX crossing the channel. https://youtu.be/O-_AwgYxUW0 At 17:01 it rolls. Horizon gets instantly wrong. Watching from 18:06 (film cut) horizon is 90 degrees wrong. After 7 min (25:00) it's corrected itself in roll axis and after 2 more minutes it corrected itself in pitch axis too (total 9 min to completely self correct). The real Mk IX, in the film, rolls twice (at least), at 17:01 and at 27:15 (31:40, 32:40, 37:50, 38:47, 39:08, 39:40). Both (all) times the horizon gets instantly screwed up. Seems any roll always messes up the horizon in the real thing. In DCS it does not. Anyone so inclined can fast forward my track to the end (~10:24 [F2] time) to quickly verify non straight horizon is not just me.By [F2] time, I mean the lower right corner clock. ~ Track timestamps ([F2] view) to fast forward to: 8:00:00 Takeoff Batumi. 8:49:30 Full stop Soochi, horizon still good. Repair (nothing) Refuel. 8:52:00 Start donuts. Horizon gets "wrong". 8:59:15 - 9:42:15 Parked runway, horizon "wrong", RPM 2200 for 40+ min. Observe horizon not correcting. 9:43:40 - 10:25:12 Takeoff, course 270 (gyro) fly plain & level 40+ min. Horizon not correcting. Installation completely kosher, no mods no nothing. DCS 2.7.6.12852 Open Beta (recorded track) DCS 2.7.6.13133 Open Beta (replay) Intel Core i7 3630QM @ 2.40GHz (Max Turbo 3.40 GHz) 16.0GB Dual-Channel DDR3 @ 798MHz 2047MB NVIDIA GeForce GT 635M 447GB KINGSTON SA400S37480G (SATA-2 (SSD)) (~ 9:43:40) Soochi takeoff. Horizon "wrong" (10:23:40) After 40 min+ flight plain and level . Horizon still "wrong". spitfire_horizon_v2.trk
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- log file
- artificial horizon
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At 9:57 the pneumatic hiss is very audible in this real Mk9.
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I found these floating generators at a military site just east of the Latakia airport (Located in grid BV22, fairly exact coordinates can be seen in the picture below). Just to be clear I did not place these, in fact I haven't placed any generators at all on this mission. They are map objects baked into the map itself, at least as far as I can tell. They're not really a massive deal as they don't seem to actually interfere with anything. They are just really harshing my vibe and I felt it was best to report them. Below Ive included a picture of them as well as the mission file I'm using where they can be found. Mi-24P - Campaign One (Pre-Release).miz
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Entering multiplayer server gets stuck at "Net Sim Post Start"
-0303- posted a topic in General Bugs
For 40 minutes (yes, I timed it). Intermittent. Patch "2.7.2.7910.1". Clean install. Starting the game and offline, no problem. Have to kill it with Task Master.- 57 replies
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Attached is a track file and a debrief log that demonstrate the bug: Fly a mission and crash intentionally (or unintentionally). Then press Left-Alt-B to bring up the briefing window. Then press fly. You will find yourself in a new plane as if nothing happened. In the attached track I did it several times in a row. I first discovered this when running a Campaign mission where the spawn caused me to attain mission success (apparently because I killed some enemy defenses when I crashed) where return to base was part of mission success. But of course spawning a new plane shouldn't count! mission.log Mission.trk
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There are so many problems with the countermeasures on the mirage right now. 1- The plane in-game right now, does not need to mount the éclair pod to carry more than 16 flares. this is clearly a bug, éclair does nothing but add weight at the moment. (also flares will never visually come out of the éclair straight down. they always come from the fuselage launchers no matter how many you load on the plane) 2- If you select 112 chaff + 48 flares on the load-out or rearming page, you only get 42 flares loaded on the plane. 3- More importantly 48 flares (or 42 for that matter) shouldn't even be possible on the mirage IRL even with éclair pod. It's 16 flares without and 32 flares with the éclair pod IRL. 4- The game will allow you to load 162 flares 0 chaff if you ask. This should be impossible as the SPIRAL dispensers on the fuselage do not allow the much larger flare canisters to be loaded, only chaff is possible in SPIRAL. 32 flares with the éclair is the absolute limit a mirage can carry IRL. 5- The maximum countermeasures count with éclair should be 130 chaff 32 flares. 112 chaff in the spiral and another 18 in the éclair that are missing right now. To sum up: too many flares, missing chaff from the éclair, éclair is broken, spiral should not be able to load flares. It's very strange to me that these mistakes are in the game as the 3D models of the plane and the éclair pod literally allow you to count the countermeasures that they carry visually. In my opinion, countermeasures on the mirage should be on or off. either you load them full or you don't load any. there is no need for a slider like US and RUS jets. the mirage has dedicated launchers for both type that cannot be mixed. even the éclair does not allow you to choose what it carries IRL as you can see in the picture (EM is chaff IR1 and IR2 are for flares). it's either on the plane with 16 flares 18 chaff or it's not.
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I've had this happen a few times. I will taxi my hornet up to the cat and the crew will just stand there. The request launch in the radio commands doesn't seem to do anything.