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Famous Monty Python sketch starts like these: "On these picture there are 47 people, non of them can be seen..." Dear ED We created these video to show some serious issue we found in dcs. It won't be surprise if I announce here that there is a problem with displaying a contact in MP environment. Contacts seem to disappear in most unexpected way. Mostly it happens on very dense populated servers, with rich A2G and A2A environment. Mainly I'm thinking about Enigma server, but the problem seem to be independent from Enigma specific environment, but rather is a pure DCS issue. And sorry for background noises, and my crappy english. I'm not YT big tit blonde... PS.: Below you can find a mission on which =Crow=Zakson tested the bug. See if you may repeat the results. PS2.: Watch the movie in highest possible quality, to see what I'm talking about. test-dot-101.miz
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THE PROBLEM: If you enter the front seat of the Apache and let George fly, if you return to the pilot seat while still having George's AI flight helper menu open, trying to manually raise/lower the collective with a throttle will cause what I assume to be George's still-present flight AI to fight your inputs and try to move the collective back into the position he last had it in. NOTE: This does not happen if using the collective keyboard controls (-, =). THE CURRENT FIX: Turning off George's Flight Helper menu before returning to the pilot seat seems to fix this issue. EXTRA NOTES: I am playing on the current open beta version, multithreaded. Attached below is a video of me attempting to manually move the collective with my Winwing Orion II throttle. This was done on the Caucuses Hot Start Apache instant action mission. This bug happens in both SP and MP. Apache Bug (Compressed).mp4
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reported There is no more rain on the canopy of the Kamov
Kappa-131st posted a topic in Bugs and Problems
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I use a mini-joystick on my throttle, with two axes, to control the RDR CURSOR. In the FCR, this works fine -- the slew rate is normal. However, for other sensors (like HARM and the HSD), the slew rate is much too high when the movement is diagonal. In other words: when moving the cursor along either single axis, it moves as intended. When movement is diagonal, it moves many times too fast. This is shown in this short video. https://youtu.be/GwBM-HUgdBU First, I move the cursor on the FCR. Speed is normal. Diagonal is a bit faster (probably sqrt(2) times faster). Next, I make the HSD SOI and slew the cursor there, using the exact same joystick. Now, the slew rate is normal when moving only on one axis, but much too high when moving diagonally. This issue does not occur (on any sensor/page) when buttons are used to slew instead of joystick axes. It seems to have been known for many years (https://forum.dcs.world/topic/281024-can-i-adjust-harm-page-curser-speeds) although it seems that the connection to diagonal movement was not made before. This really deserves a fix.
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So I was noodling around trying to find out why the gates aren't able to be turned off and I found the bug after 5 mins. The command in the mission editor to show them to a unit includes a field called 'FLAG' with a value of 1. I guessed this was the ON flag. Setting it to 0, five seconds after it had been turn on, via another trigger in the ME, indeed turned it off - but for a millisecond. They visually flash but reappear. So I made a little test mission and script that after 10 seconds in mission, it sets the flag to 0 and loops every thousandths of a second and does it again And guess what, they vanish. Then, another trigger at 20 seconds turns off the loop and the gates return; oddly the gates for previous but now deceased waypoints return - another bug? Attached is the mission file. What we can conclude here is that the FLAG field on SHOW HELPER GATES FOR UNIT, is indeed the ON/OFF switch, but there is a bug in the game code that turns it right back on again. Obviously this doesn't permit granular turning off of individual gates at each way point, but it does permit them to be removed completely. helper_gates_bug_demo_TF-51.miz
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In the Mission Editor and MIST: Search then engage in zone not working on moving targets. After long testing and testing, i finally came to the conclusion that CAS airplanes are not attacking moving targets. As soon as vehicles stand still CAS airplanes will engage and destroy the static targets. Can you please fix this bug? Attached my Testing Mission. Instructions: - Get in the F15E - Open Command Menu (\) - Select "Other" Command (F11) - Select "Launch Operation Spearhead" Command (F1) MIST Groups will now also spawn I named the vehicles in the ME so you can easily identify which ones are added via the ME or MIST. Observed behavior: - CAS Airplanes will first attack the static target within the zone - CAS Airplanes will circle / go in to pattern while tanks / units are moving - CAS Airplanes will engage tanks / units as soon as they've stopped moving Note: I think many people don't know this and reported allot of issues without investigating / testing with static vs moving targets. Even as an experienced programmer and mission maker I also assumed moving targets shouldn't matter in the behavior of CAS, scanning targets a the zone should also return moving targets. No enemy will stand still while CAS is going to do a BRRRT or fire a rocket barrage. UPDATE 11-04: After some double checking and extra testing it also might be that the JF-17 doesn't seem to attack moving targets. When i switch the planes for a MiG-29S with rockets, they perfectly attack also the moving targets. CAS - Example - 4.miz
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The whole ME locks up and goes modal once the 'Group ID and makeup, renaming' is visible. Clicking anywhere off it, on the side inspector panel should hide it, and whilst it is open clicking any unit / group on the map (and scrolling/zooming the map) should be possible. As it is, if you have two units in two groups flying formation and you want to view this info, you have to click the first group, click the ? next to 'GROUP NAME' on the right inspector panel, then view it, then click the 'x' on the new dialog, then click the next group, then click the '?' again and then you can see it. It's a UX pain. Should be a quick fix please.
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Don't know when this happened, but I think it's very recent, but the event is no longer firing for either player aircraft skill level set to PLAYER or set to CLIENT. Attached are two missions using the same script (one for Single Player one for CLIENT/MP) If you look at the dcs.log you'll see that the event never fires. SinglePlayerSpawn.mizClientPlayerSpawn.miz Here's the script, it's loaded in each mission file by the DO SCRIPT command: MSB = { ["Version"] = "1.0.0" } function MSB:onEvent(event) env.info("MSB:onEvent Handler ENTERED", false) if event.id == world.event.S_EVENT_SHOT then env.info("MSB/OnEvent: ******* S_EVENT_SHOT *******", false) elseif event.id == world.event.S_EVENT_HIT then env.info("MSB/OnEvent: ******* S_EVENT_HIT *******", false) elseif event.id == world.event.S_EVENT_TAKEOFF then env.info("MSB/OnEvent: *******************************", false) env.info("MSB/OnEvent: ******* S_EVENT_TAKEOFF *******", false) env.info("MSB/OnEvent: *******************************", false) elseif event.id == world.event.S_EVENT_LAND then -- TODO env.info("MSB/OnEvent: ****************************", false) env.info("MSB/OnEvent: ******* S_EVENT_LAND *******", false) env.info("MSB/OnEvent: ****************************", false) elseif event.id == world.event.S_EVENT_CRASH then env.info("MSB/OnEvent: ******* S_EVENT_CRASH *******", false) elseif event.id == world.event.S_EVENT_EJECTION then -- TODO env.info("MSB/OnEvent: ********************************", false) env.info("MSB/OnEvent: ******* S_EVENT_EJECTION *******", false) env.info("MSB/OnEvent: ********************************", false) elseif event.id == world.event.S_EVENT_REFUELING then env.info("MSB/OnEvent: ******* S_EVENT_REFUELING *******", false) elseif event.id == world.event.S_EVENT_DEAD then env.info("MSB/OnEvent: ****************************", false) env.info("MSB/OnEvent: ******* S_EVENT_DEAD *******", false) env.info("MSB/OnEvent: ****************************", false) elseif event.id == world.event.S_EVENT_PILOT_DEAD then env.info("MSB/OnEvent: **********************************", false) env.info("MSB/OnEvent: ******* S_EVENT_PILOT_DEAD *******", false) env.info("MSB/OnEvent: **********************************", false) elseif event.id == world.event.S_EVENT_BASE_CAPTURED then env.info("MSB/OnEvent: ******* S_EVENT_BASE_CAPTURED *******", false) elseif event.id == world.event.S_EVENT_MISSION_START then env.info("MSB/OnEvent: *************************************", false) env.info("MSB/OnEvent: ******* S_EVENT_MISSION_START *******", false) env.info("MSB/OnEvent: *************************************", false) elseif event.id == world.event.S_EVENT_MISSION_END then env.info("MSB/OnEvent: ******* S_EVENT_MISSION_END *******", false) elseif event.id == world.event.S_EVENT_TOOK_CONTROL then env.info("MSB/OnEvent: ******* S_EVENT_TOOK_CONTROL *******", false) elseif event.id == world.event.S_EVENT_REFUELING_STOP then env.info("MSB/OnEvent: ******* S_EVENT_REFUELING_STOP *******", false) elseif event.id == world.event.S_EVENT_BIRTH then env.info("MSB/OnEvent: *****************************", false) env.info("MSB/OnEvent: ******* S_EVENT_BIRTH *******", false) env.info("MSB/OnEvent: *****************************", false) elseif event.id == world.event.S_EVENT_HUMAN_FAILURE then env.info("MSB/OnEvent: ******* S_EVENT_HUMAN_FAILURE *******", false) elseif event.id == world.event.S_EVENT_DETAILED_FAILURE then env.info("MSB/OnEvent: ******* S_EVENT_DETAILED_FAILURE *******", false) elseif event.id == world.event.S_EVENT_ENGINE_STARTUP then env.info("MSB/OnEvent: ******* S_EVENT_ENGINE_STARTUP *******", false) elseif event.id == world.event.S_EVENT_ENGINE_SHUTDOWN then env.info("MSB/OnEvent: ******* S_EVENT_ENGINE_SHUTDOWN *******", false) elseif event.id == world.event.S_EVENT_PLAYER_ENTER_UNIT then -- DOESN'T WORK FOR MP AND 'NEVER WILL' /FFS env.info("MSB/OnEvent: *****************************************", false) env.info("MSB/OnEvent: ******* S_EVENT_PLAYER_ENTER_UNIT *******", false) env.info("MSB/OnEvent: *****************************************", false) elseif event.id == world.event.S_EVENT_PLAYER_LEAVE_UNIT then env.info("MSB/OnEvent: ******* S_EVENT_PLAYER_LEAVE_UNIT *******", false) elseif event.id == world.event.S_EVENT_PLAYER_COMMENT then env.info("MSB/OnEvent: ******* S_EVENT_PLAYER_COMMENT *******", false) elseif event.id == world.event.S_EVENT_SHOOTING_START then env.info("MSB/OnEvent: **************************************", false) env.info("MSB/OnEvent: ******* S_EVENT_SHOOTING_START *******", false) env.info("MSB/OnEvent: **************************************", false) elseif event.id == world.event.S_EVENT_SHOOTING_END then env.info("MSB/OnEvent: ******* S_EVENT_SHOOTING_END *******", false) elseif event.id == world.event.S_EVENT_MARK_ADDED then env.info("MSB/OnEvent: ******* S_EVENT_MARK_ADDED *******", false) elseif event.id == world.event.S_EVENT_MARK_CHANGE then env.info("MSB/OnEvent: ******* S_EVENT_MARK_CHANGE *******", false) elseif event.id == world.event.S_EVENT_MARK_REMOVED then env.info("MSB/OnEvent: ******* S_EVENT_MARK_REMOVED *******", false) elseif event.id == world.event.S_EVENT_KILL then env.info("MSB/OnEvent: ******* S_EVENT_KILL *******", false) elseif event.id == world.event.S_EVENT_SCORE then env.info("MSB/OnEvent: ******* S_EVENT_SCORE *******", false) elseif event.id == world.event.S_EVENT_UNIT_LOST then env.info("MSB/OnEvent: ******* S_EVENT_UNIT_LOST *******", false) elseif event.id == world.event.S_EVENT_LANDING_AFTER_EJECTION then env.info("MSB/OnEvent: ******* S_EVENT_LANDING_AFTER_EJECTION *******", false) elseif event.id == world.event.S_EVENT_PARATROOPER_LENDING then env.info("MSB/OnEvent: ******* S_EVENT_PARATROOPER_LENDING *******", false) elseif event.id == world.event.S_EVENT_DISCARD_CHAIR_AFTER_EJECTION then env.info("MSB/OnEvent: ******* S_EVENT_DISCARD_CHAIR_AFTER_EJECTION *******", false) elseif event.id == world.event.S_EVENT_WEAPON_ADD then env.info("MSB/OnEvent: ******* S_EVENT_WEAPON_ADD *******", false) elseif event.id == world.event.S_EVENT_TRIGGER_ZONE then env.info("MSB/OnEvent: *****************************************", false) env.info("MSB/OnEvent: ******** S_EVENT_TRIGGER_ZONE *******", false) env.info("MSB/OnEvent: *** S_EVENT_TRIGGER_ZONE ***", false) env.info("MSB/OnEvent: ******** S_EVENT_TRIGGER_ZONE *******", false) env.info("MSB/OnEvent: *****************************************", false) elseif event.id == world.event.S_EVENT_LANDING_QUALITY_MARK then env.info("MSB/OnEvent: ******* S_EVENT_LANDING_QUALITY_MARK *******", false) elseif event.id == world.event.S_EVENT_BDA then env.info("MSB/OnEvent: ******* S_EVENT_BDA *******", false) elseif event.id == world.event.S_EVENT_AI_ABORT_MISSION then env.info("MSB/OnEvent: ******* S_EVENT_AI_ABORT_MISSION *******", false) elseif event.id == world.event.S_EVENT_DAYNIGHT then env.info("MSB/OnEvent: ******* S_EVENT_DAYNIGHT *******", false) elseif event.id == world.event.S_EVENT_FLIGHT_TIME then env.info("MSB/OnEvent: ******* S_EVENT_FLIGHT_TIME *******", false) elseif event.id == world.event.S_EVENT_PLAYER_SELF_KILL_PILOT then env.info("MSB/OnEvent: ******* S_EVENT_PLAYER_SELF_KILL_PILOT *******", false) elseif event.id == world.event.S_EVENT_PLAYER_CAPTURE_AIRFIELD then env.info("MSB/OnEvent: ******* S_EVENT_PLAYER_CAPTURE_AIRFIELD *******", false) elseif event.id == world.event.S_EVENT_EMERGENCY_LANDING then env.info("MSB/OnEvent: ******* S_EVENT_EMERGENCY_LANDING *******", false) elseif event.id == world.event.S_EVENT_UNIT_CREATE_TASK then env.info("MSB/OnEvent: ******* S_EVENT_UNIT_CREATE_TASK *******", false) elseif event.id == world.event.S_EVENT_UNIT_DELETE_TASK then env.info("MSB/OnEvent: ******* S_EVENT_UNIT_DELETE_TASK *******", false) elseif event.id == world.event.S_EVENT_SIMULATION_START then env.info("MSB/OnEvent: ****************************************", false) env.info("MSB/OnEvent: ******* S_EVENT_SIMULATION_START *******", false) env.info("MSB/OnEvent: ****************************************", false) elseif event.id == world.event.S_EVENT_WEAPON_REARM then env.info("MSB/OnEvent: ******* S_EVENT_WEAPON_REARM *******", false) elseif event.id == world.event.S_EVENT_WEAPON_DROP then env.info("MSB/OnEvent: ******* S_EVENT_WEAPON_DROP *******", false) elseif event.id == world.event.S_EVENT_UNIT_TASK_TIMEOUT then env.info("MSB/OnEvent: ******* S_EVENT_UNIT_TASK_TIMEOUT *******", false) elseif event.id == world.event.S_EVENT_UNIT_TASK_STAGE then env.info("MSB/OnEvent: ******* S_EVENT_UNIT_TASK_STAGE *******", false) elseif event.id == world.event.S_EVENT_MAC_SUBTASK_SCORE then env.info("MSB/OnEvent: ******* S_EVENT_MAC_SUBTASK_SCORE *******", false) elseif event.id == world.event.S_EVENT_MISSION_RESTART then env.info("MSB/OnEvent: ******* S_EVENT_MISSION_RESTART *******", false) elseif event.id == world.event.S_EVENT_MISSION_WINNER then env.info("MSB/OnEvent: ******* S_EVENT_MISSION_WINNER *******", false) elseif event.id == world.event.S_EVENT_POSTPONED_TAKEOFF then env.info("MSB/OnEvent: ******* S_EVENT_POSTPONED_TAKEOFF *******", false) elseif event.id == world.event.S_EVENT_POSTPONED_LAND then env.info("MSB/OnEvent: ******* S_EVENT_POSTPONED_LAND *******", false) elseif event.id == world.event.S_EVENT_MAX then env.info("MSB/OnEvent: ******* S_EVENT_MAX *******", false) end end function MSB.Initialise() world.addEventHandler(MSB) env.info("MSB LOADED", false) end MSB.Initialise()
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I have the following events handled (amongst all the others) S_EVENT_PLAYER_ENTER_UNIT S_EVENT_PLAYER_LEAVE_UNIT When I enter the F14, I see a S_EVENT_BIRTH followed by a S_EVENT_PLAYER_ENTER_UNIT. Then I ask my RIO to join in, I get the on-screen allow someone to join dialog (would be nice if this could have a keybinding as finding the mouse pointer esp in VR is a pita) and then I click allow... After a few seconds I get the blue banner saying my RIO has joined, and he confirms he's in the back. Yet NO events fire. Nothing. But when he jumps out, I get the expected S_EVENT_PLAYER_LEAVE_UNIT to fire. Obviously I can't give you a track or anything because you need two people and a multi-crew aircraft to do this, but it's a simple test. Without the S_EVENT_PLAYER_ENTER_UNIT event firing then it's impossible for my Player Manager to work out that they are a backseater and set things up accordingly.
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When we are in : - Spectator mode - advanced observer - observer - Tactical commander - Gamemaster => You have no player name or id !!!! When you create a marker, you have no display player name on the marker When you use the following functions (for my test, I am alone in the server, in gamemaster "blue") : trigger.action.outText(dump(coalition.getPlayers(0)), 120) --players list for neutral coalition trigger.action.outText(dump(coalition.getPlayers(1)), 120) --players list for red coalition trigger.action.outText(dump(coalition.getPlayers(2)), 120) --players list for blue coalition The gamemaster player does not appear on blue, red or neutral coalition. The 4th line is a tentative to display the author (player name) of the markers with world.getMarkPanels(marker_ids) : "Author "..marker["author"]. It is empty too... How can I get the player name of a gamemaster ? I think it is a bug. Another thing : On the event : S_EVENT_MARK_CHANGE https://wiki.hoggitworld.com/view/DCS_event_mark_change the documentation indicate there is a initiator : Event = { id = 26, idx = number markId, time = Abs time, initiator = Unit, coalition = number coalitionId, groupID = number groupId, text = string markText, pos = vec3 } But when I try to dump the event, there is no "initiator", even If the "initiator" is an active player in an aircraft. On thoses conditions, the only way to have the initiator of a marker is to use world.getMarkPanels() and find the marker to have initiator. (I have made no test for the other event, but I think the initiator is also missing in the event "event_mark_added' and "event_mark_remove) Can we fix it?
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- playername does not exist
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Yesterday (2/20/24) my DCS started crashing upon launch whenever I get to the splash screen. I was going to try out the AITrack and OpenTrack systems to see how well they'd work for me as I can't afford TrackIR yet. After installing them both and setting them up, my DCS began crashing upon launch. I don't think these caused the issue but I don't know for certain because up until that point, it'd been a few days since I launched the game. I completely uninstalled both AITrack and OpenTrack from my computer, but the crash still occurs. I followed all of these steps: https://www.digitalcombatsimulator.com/en/support/faq/repair/ Still happens. I did a complete fresh install of the game. Still happens. This occurs for both the multi-threading and regular versions of the game. I've attached the log :) dcs.log
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If you try and save it won't save it under it's original name that you loaded. E.G. Create a mission, save it with a name eg. MyMission.miz Fly that mission from the Mission Editor screen. Be in that mission for a minute or two, then hit ESC and then select QUIT. On the after mission screen click MISSION EDITOR. When back in the mission editor notice that the name of the mission has been changed by the sim to 'tempMission.miz' This is a bug.
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I'm using the following in my ATIS script local weather = env.mission.weather local cloudCover = api.TUC.GetCloudCoverAsString(false) local cloudBase = api.TUC.MetresToFeet(weather.clouds.base) local thickness = api.TUC.MetresToFeet(weather.clouds.thickness) local visibility = weather.visibility.distance local fogThickness = api.TUC.MetresToFeet(weather.fog.thickness) local fogVisibility = weather.fog.visibility local dustDensity = api.TUC.MetresToFeet(weather.dust_density) Everything looks okay except that the THICKNESS which I'm led to believe from the documentation on hoggitworld is for the lowest cloudbase, ALWAYS reports the same amount of 656ft, regardless of the weather preset used and how thick the cloudbase is to fly through. Am I using this correctly or is this a bug? Cross posted in the Weather System bug list just in case it's not a scripting error.
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I am working on a mission and I need an enemy warehouse (made from static units) to be respawnable. Only some of the units that I try to respawn actually do, here is the code I wrote: function rmBaseDamage(baseID) local statics = {} for i = 1,21 do --there is 21 total statics per base local static = StaticObject.getByName(bases[baseID].name.."-"..i) --finds the statics by name statics[#statics+1] = i if static ~= nil then local pos = static:getPosition() heading = math.atan2( pos.x.z, pos.x.x ) local desc = static:getDesc() local groupData = { x = pos.p.x, y = pos.p.z, heading = heading, name = static:getName(), type = desc.typeName, } static:destroy() mist.scheduleFunction(coalition.addStaticObject, {country.id.USA, groupData}, timer.getTime() + 2) else tss.utils.message(""..i) end end tss.utils.message(statics) bases[baseID].damaged = nil end The issue happens on line 4 where I find the units by using StaticObject.getByName. I have checked their name a thousand times, and they are correct, yet still only some of the units respawn. I don't know if its intended that dead units are accessible via StaticObject.getByName, but if it is intended then it doesn't seem to work consistently. For what I can tell, it seems this issue only happens with certain unit types. Almost every truck doesn't work, but most of the structures do respawn fine. null Regardless of it being a bug or not, is there any other way to access and delete dead static objects? Thanks, Dirt
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目前这个问题我只见过两次,一次在VR上,一次在PC上,两次相同的点都是在多人游戏内,我坐在后座且前座有玩家操控的情况。(两次情况不在一个服务器内) VR上的GPU是几乎占满的情况从起飞后一直出现,PC上只有一小会帧数比较低的情况出现。 有一个类似于"未完成或者外部视角的模型"在座舱内反G运动(貌似只会在低过载的情况下出现),消失之后持续出现。并且严重情况下座舱外的F15模型会扭曲。 大概跟前座当时的无限伸长手臂是一个性质。 参考视频链接:https://www.bilibili.com/video/BV15W4y1F7Dj以及https://www.bilibili.com/video/BV1fy421i7VW
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As title says. If a moving object (aircraft, carrier/ship, vehicle) has a set of waypoints for it's route, and you select that unit on the F10 map you are able to see them in yellow dashed lines connected by the waypoints, represented by circles with the waypoint number to the right of them. If you have previously selected the object and seen those waypoints, when those waypoints change (via a scripting or mission editor event 'setTask') the new waypoints are NOT DISPLAYED and the old, now irrelevant waypoints remain. This happens even if you resetTask() or popTask() and the either pushTask(newTask) or setTask(newTask). The F10 map never changes the waypoints visible for the object/unit from those very first ones.
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I'm using the following in my ATIS script local weather = env.mission.weather local cloudCover = api.TUC.GetCloudCoverAsString(false) local cloudBase = api.TUC.MetresToFeet(weather.clouds.base) local thickness = api.TUC.MetresToFeet(weather.clouds.thickness) local visibility = weather.visibility.distance local fogThickness = api.TUC.MetresToFeet(weather.fog.thickness) local fogVisibility = weather.fog.visibility local dustDensity = api.TUC.MetresToFeet(weather.dust_density) Everything looks okay except that the THICKNESS which I'm led to believe from the documentation on hoggitworld is for the lowest cloudbase, ALWAYS reports the same amount of 656ft, regardless of the weather preset used and how thick the cloudbase is to fly through. Am I using this correctly or is this a bug?
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As shown in the video attached, the F5s joystick bindings, specifically the non-axis ones, the inputs seem to "stick". They are acting as if they are continuously being held even after releasing the joystick. This issue only occurred after the 2.9 update. It's hard to see but it's most prominent when you look at the flare/chaff button. You can see that is being held down after using the binding once. The only way to undo it is to reach and click it manually which isn't a realistic option. dfgfdggfd.mp4
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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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Surely it should trigger S_EVENT_BIRTH or S_EVENT_PLAYER_ENTER_UNIT or even S_EVENT_TOOK_CONTROL? When did this break/change? This is just running a single player mission on my own PC - NO SERVER or MULTIPLAYER is involved. I'm SURE this used to be working a year ago, right?
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This will take a while to explain. The TL;DR is that the WinWing PCR's are being automatically bound to the F18 Radar knob, when SimAppPro (SAP) is running in the background DESPITE THERE BEING NO - REPEAT NO - BINDINGS IN DCS!?!?! So I was having a nightmare flying the F18 in DCS (no mods) because the radar knob was spazzing out and going crazy, switching itself off/on/stby/emerg rapidly all the time. It didn't seem to be any particular input - I was just flying not using any buttons or anything. Over the course of 4 days, I ended up obliterating my DCS install folder and SAVED GAMES/DCS folders. I downloaded and reinstalled ALL of DCS (the new unified version - I was previously using open beta so yet another way settings could not have carried over) and all of the modules (took a day). Then I went into the controls on my virgin DCS install and CLEARED ALL - even the keyboard bindings. Literally ZERO bindings for anything on any aircraft. Then I connected my WinWing controls and ran SAP and loaded into an F18 ready on the ramp. And the knob was flicking around on it's own. To repeat ZERO BINDINGS IN DCS. So I went into SAP to see if the panels had any KEY BINDINGS set (you know the profiles people can make and download) and they didn't. It seems that when you have a PCR connected, buttons 16-20 turn the F18 Radar knob without any bindings. If like me you have two PCR's then when you turn one, it moves the F18 knob (despite NO BINDINGS) and then when the controls are polled again it sees a conflict - as both PCR's controlling the F18 radar know are now out of sync and it goes crazy between the two of them. Even if I unplug one from the USB hub and just have one PCR connected, still, with SAP running in the background, regardless of what I've bound the Radar knob on the panel to (e.g. wing fold) it STILL operates the F18 radar knob at the same time, and the knob still spazzes out during flight so that I can't keep the radar on. HOWEVER, if I close SAP before starting DCS, then I don't get the crazy knob, and the new bindings on the panel knob work correctly and don't try and control the F18 radar knob. But this means I lose my MFD's and UFC/ICP's. ***** I've re-downloaded and flashed the two PCR's. I've reset them to defaults. I've triple checked there are no KEY BINDINGS in SAP for either panel. Can anyone think of anything I haven't tried?
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After the latest patch in December, carriers have not been working for me at all: In missions containing any carrier, the carrier is simply removed, and if I create a mission in the editor where I spawn on it, as soon as the mission is fully loaded in I die instantly, even before the briefing shows up. I have repaired the entire client twice now, and the problem still persists. Some advice would be greatly appreciated
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Abris flickering since the last update. BS3 have same issue than BS2 (an other topic have been create for BS2) : https://forum.dcs.world/uploads/monthly_2023_10/Ka-50ABRISFlickering.mp4.2c8037a22b69a602c2be7043caaeba24.mp4
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In the area around Gazipasa and the area between Gazipasa and Incirlik, the ground textures suddenly change and become extremely low resolution. This is a populated part of the map with roads, villages, named towns and electrical grid so the low resolution textures are probably not intentional. See attached pictures. Example of the very jarring texture change, detailed villages and roads can be seen in the "low-res" texture area. The cut-off line where low-res textures begin is marked with red
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Dear ED, please take this in good faith and with an intent to problem solving. I'm a relatively new user, and there are issues with custom snap views: 1) Custom Snap Views get 1 sentence on page 49 of the DCS User Manual. Yes, there are YouTube videos. Some of them are even recent enough that some of the suggestions work. This is basic documentation. If it only exists in a feature list but isn't documented, it doesn't exist. (I'm aware that this fails certain Agile approaches, but this is a brief essay on the value of UX/UI in influencing LTV). Recommend striking the "feature" from page 49 of the manual until actual documentation is available. 2) "Cockpit Panel View Toggle" does not work, at least in reference to unofficial sources that show it working in years past. Is this a bug? Who knows? because its function is undocumented in the DCS User Manual and in the manuals for the aircraft I own. 3) Even if the functions for snap views worked empirically as shown in user-produced YouTube videos from 2-5 years ago, this alpha interface should be upgraded with an actual "Save Overlay." See, as one example among thousands, iRacing, which is far from exemplary, but "good enough." This is an hour of developer time (it doesn't have to be pretty). 3a) Is it worth an hour of developer time? That's not for me to estimate, as I don't have enough information. What I can estimate is the likelihood of user churn based on bad UX/UI experiences early in the customer journey. Here's the short version: as a new user, I find the lack of official documentation of snap-view saving a UX and UI disaster to the extent that I can't even assess if the system is bugged, bad, intentionally abandoned, or simply not accessible to new users without considerable time commitment. One might imagine that users purchase DCS products to learn about and fly various aircraft, not to spend hours trying to unpack underdeveloped and undocumented view settings. So, valued content producers at ED, you can Google "churn based on bad UX/UI experiences" and assess for yourselves if this matters at this point in your growth. Looking at your content expansion over the last few years, I think it does. Fewer hurdles to entry are better. The more of us in this together, the better. When you succeed, we all succeed. Thank you for reading.
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