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I was trying to learn the gunner seat with friends, but kept running into an issue. The missile gunsight worked like normal until the door was closed from me manually doing it or the pilot changing weapon systems. Every time this happened the missile sight would slant to the side, and keep doing it until the left 6 was where the 0 position should have been. Terrain would now be slanted from the camera angle, and the camera would be jammed to the top right of the hind, allowing me to see the interior. It seems to have kept the normal slew range of the missile sight because I couldn't move the sight that far towards the 12 o'clock of the aircraft. This made missile runs impossible with my friend, as any time he'd have to change weapon systems for whatever reason it slanted the gunsight and pushed it up and to the right. This might be a VR only issue. I use the Oculus Rift S and am using DCS World Beta.
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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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My wingman explodes randomly while flying low level around the mountains. Happened with A10CII and AV8B as well. Replaying the track the wingman just explodes in the air like it hit some invisible wall. I know that there might be UFOs in the area, but still, it's pretty strange... TRK and a screenshot of my poor wingman's last position attached a10crash-nevada.trk
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Title says it all ! i fly to target with only the S2 and 2 moonshadow/tron hornets, when circling for push at wp1, i can see on datalink all other hornets are on the carrier still. Not sure if i keep dying cuz of this, or im just crap yet to make it out alive ?! edit: posted this earlier in the wrong section, so this is the repost into bugs section
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Bug: Wings are overfolded on A model static objects Can I reproduce it 100%: yes How to reproduce/ description: All static object A models have the wings overfolded, as the B model used to. B model appears fixed. Current Open Beta version patch from 2/21/21 Video/ Screenshots: Left is AI aircraft on ramp start, center is A model static, Right is B model static
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On Normandy, the port en-Bessin is misnamed as "Les Moulins". Port-en-Bessin was a rather critical port to the allies, as it was the main fuel port for the allies (until Antwerp was taken), as a part of a ship-to-shore transfer system, known as TOMBOLA. Of major note, is that not only is Port-en-Bessin mislabeled on our map, but also mis-modeled as well.
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Hi, this happened few times now with the Harrier. I fly, I get shot by a missile... The engine turns off mid flight, so I glide down to a safe land in a field. I cut off the plane throttle and switch the engine start button to the on position. The plane gets to 9.2% power indicated on the dashboard(the one located above the right MFD that all so holds the information for the engine temperature and nozzle angle). I engage the throttle to idle and nothing happens. So I cut of the fuel from both pumps, the electrical fuel switch behind the pilots left shoulder, the switch the generator to OFF, Eng start to OFF and battery to off. And "boom" main fan keeps running and the eng is stuck to 9.2% with out using battery or fuel XD Hope I gave a good explanation of what's going on I will try to get a video next time
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Going to start with the 190s. It seems that the gear drag is not significant enough when the gear come down. Of all the warbirds, the 190s both are among those with the biggest increase in exposed surface area when down. 190A8, one gear down: -6 knots lost to top speed at SL 190A8, both gear down: -20 knots lost to top speed at SL As you can see, not just is there a pretty minimal speed (and presumably drag increase) loss, but it's not evenly divided between each gear. The drag does not double, but over triple when the second gear leg is dropped. This is also the same case, and same numbers with the 190D9. -6 knots lost with one gear down, -20 knots lost from top speed with both down. Now that you know how this is being done... P51, one gear down: -27 knots from top speed at SL (3000RPM, 61") P51, both gear down: -38 knots from top speed at SL Just like with the 190, the drag is not consistent. However this time, instead of increasing x3.3 when a second gear leg is dropped, it only increases by x1.41. Now here is where it gets insane... Spitfire, both gear down: -65 knots from top speed at SL (3000RPM, max allowed boost) I cannot try with both gear down, as I'm limited by the options in the preset failures list in the Mission Editor. I can only drop both gears, or none at all. Regardless, the speed lost is incredible, especially compared to the 190s. 1.42 ATA Bf 109K-4, both gear down: -83 knots from top speed at SL As if the Spitfire had it bad enough. But same as the Spitfire, I cannot drop a single gear leg due to limits in the ME. Bottom line is, the apparent drag changes when undercarriages are dropped does not look consistent at all. While the 190s and 51 (and perhaps 47, but this is an aircraft I do not own currently) have the biggest undercarriages that would present the biggest profile changes when down, get off rather lightly. In fact, when I drop single gear legs in the 190s, I barely even feel any adverse yaw. I almost don't need to make any slip corrections. Meanwhile, the aircraft that have the smallest undercarriages, and the smallest changes to their profile and presumably drag when dropped...get hit the hardest by the drag! I'd think some virtual CFD testing with the models gear up and down would yield some results, but that's my hopeful idealist thinking.
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The S-3B Tankers seem to not extend the refueling basket unless there's a HOLD task defined after the Tanker task. I've tried it with the ME and also by scripting and the result is the same: as soon as you add a HOLD task after the tanker task it works properly. If it is left alone however, although you can contact the tanker and it'll turn on the lights it will not extend the basket - no matter what you do, no matter how close you are. This makes enroute refueling impossible, please fix this ASAP. Thank you! Mission and track file included. nobasket.miz no_basket_extended.trk
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Tanker have their lights turned off since the recent update. It was really hard to spot them in VR before the update. Yesterday I tried to find a KC135MPRS in the middle of the night. And I did - crashed into the tanker, didn't see any lighting up to the end. F2 shows only dark tankers orbiting on the map.
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Ships don't trigger RWR Spikes and missile launch warnings. Not sure if this is only F14 related or a general DCS Bug.
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The fire effects from vehicles and aircraft debris introduced in 2.7 look nice.... But they tilt to align with the player's head, same for the smoke trail from missiles and contrails. This is especially noticeable in VR. Also, in VR, the effects frequently flash but only in the left eye. I'll need to add a video at some point to demonstrate this.
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need track replay Massive lag just before touchdown.
Rhinozherous posted a topic in Bugs and Problems
Hello! I got back to Supercarrier with Tomcat and Hornet after a time. I made a more or less empty training mission (just airplane and the carrier). Just before I catch a wire - lets say 10ft above the deck the whole sim freezes for a few seconds... this is highly annoying and destroys every landing. I have zero stutters, lags or other performance problems in every other thinkable situation in DCS. I have zero lag when landing on an airbase in an crowded city, but out on the sea with just the airplane and the carrier it lags at the worst moment possible. This is no performance problem, this has to do with the Supercarrier module. What can I do about this? Thank you.- 10 replies
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Steps to reproduce: Start "Beyond Visual Range" Instant Action Mission on Persian Gulf Order JESTER to set TGTS to Large Acquire MiG-29 group as single trackfile, fire single 54C at 40NM Crank. At some point the target trackfile splits into two as the radar resolves the second MiG-29. Expected: 54 will activate once getting within 13NM of the target trackfile, regardless of which aircraft is actually targeted by the missile. Actual: 54 never activates. It appears to be going after the other aircraft than the target trackfile. See attached ingame and tacview screenshots. Notes: I reproduced this issue a few times, and failed a few times. It seems to only happen when the target being followed by the missile (DCS game logic) differs from the trackfile under attack in the F-14 module. AIM54_test.trk
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Hi @NineLine Hope you're good. Very much in need some help in understanding what's happening here as I'm hitting a bit of wall with my testing. I can obviously see that something not quite right but am unsure which part of the model is falling down. All tracks provided in the zip folder attached - let me know if there are any issues. General Post: I've put off posting this for a while in the hopes of running more tests and working out what was wrong, but each test left more questions rather than fewer so thought it best just to post what I have so far in the hopes that a solution can be found. Having noticed the lack of pilot injuries or deaths, especially with the .50 Cal, I decided to do some testing and have found some pretty odd behaviour. I'm not sure what exactly is happening and whether there are some penetration issue with the rounds itself, the pilot's DM isn't correct, or there is something wrong with the armour values of the cockpit glass and surrounding elements. I tested both German and USAAF planes and both showed the same behaviour. I haven't tested the Hispano AP round although I would assume it has a similar issue based off of the tests run. What's more confusing is there seems to be some inconsistency as well in the tests. In one situation you would have a pilot dying very quickly, in others they simply wouldn't. All tests were run in SP as I don't have the luxury of my own server and can't port forward in my location. We have run some MP tests which did match what you see here, but they weren't controlled or numerous enough to include. For clarity in case anyone's unsure, on every aircraft there is absolutely nothing that would stop even a 50 ball round at combat ranges. It can go through 13mm of RHA at 1000m and none of these planes are fitted with RHA, it's mostly duralumin which is far less effective. The AP round should be sailing straight through the aircraft skin and the armour. The 20mm Hispano AP round is no slouch either so there should be nothing stopping that as well. Yak_Panther made an excellent post on the 50 Cal AP round for the IL2 Devs that runs through the penetration capabilities with sources (https://forum.il2sturmovik.com/topic/72656-50-cal-ap-velocity-and-penetration/). This very much isn't a 50 Cal issue either as both German and British AP or even HE rounds aren't disabling the pilot when they should be. DM x-rays: D9 A8 K4 Testing Methods: Live Tests: These were conducted in SP with a Mustang running the AIr to Ground Belt (4xAP 1xAPIT). Time was slowed down to allow for easier aiming with the idea of landing one bank of guns into the back of the cockpit. I tried to attack slightly from above to completely avoid the fuel tanks. You can see that in almost all scenarios there are numerous rounds hitting directly behind the pilot at an angle where they should be going through and the pilot survives. I fast forwarded time on the tracks and in the video to show the pilot is fine. Ground Tests: AI seem to have a 30s invulnerability window when starting from the ramp so I left some time to avoid this. Used numerous weapon platforms from different eras to see if it was a round issue or a DM/Armour issue. The P51 doesn't have a pilot death animation so was difficult to test in this scenario although the tests conducted produces the same results. Some pretty strange results. Direct pilot shots aren't instant kills even without the armour so this points to either a Pilot DM issue, or some strange armour values for the canopy itself. This would have to be the case even when the canopy is open as the P47 pilot took direct hits (strikes appeared to be slightly infront of the pilot but I'm unsure if that's just the effect registering or the round not going through something). What further confuses this is that in the A8 the rounds are appearing to go through to the engine and cause an oil leak but the pilot appears fine. Scrappy video I put together showing what's happening in the tracks. Chapters in the description: DCS_DMTest_Oct21.zip
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Title. There doesn't seem to be a 7.62mm coaxial machine gun modelled for the M-60. Did I miss something?
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reported earlier MiG-21 Canopy Bug (The glass flashes)
SASHIBA-11 posted a topic in 3D Model and Cockpit
Select "Cloudy and Rainy 2" and MiG-21 and the glass in the cockpit will flash. This bug only occurs when "Cloudy and Rainy 2" is selected.This bug is also linked to SORC - main warning light button/light Video ↓ I used Google Translate because I can't speak English -
No sure if this is a bug, but when you set up A2A TACAN with a wingman and then go into the tactical phase of flight. When entering A2A or A2G modes the TACAN distance is removed from the EHSD, therefore negating the point of setting up to A2A TACAN for TACFORM type stuff. Might be something worth asking of an SME for clarification?
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investigating F/A-18 ATFLIR IR mode is just a blurry TV mode
FuY posted a topic in Bugs and Problems
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I noticed this a year ago, surprised it hasn't been fixed yet. Lights off Lights on There is barely any difference. It's like the glass is frosted. The Master Caution light just above the center of each screenshot is the same way
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I noticed this when I started to turn Jester off so I could learn the startup as a whole together. It starts when you arm the pilot's ejection seat. It also goes away when you cycle it too. It's kind of randomly activated by a cycle of the pilot's ejection seat, to make the sounds stop, cycle it until it does. I can't attach the videos but here's links to them. Activating and deactivating the soundfile: https://cdn.discordapp.com/attachments/865742930064965662/908129082997362688/ghostly_arming.mp4 Activation of Jester's ghost: https://cdn.discordapp.com/attachments/865742930064965662/908129291630415882/jesters_vengeful_ghost.mp4
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The Su-27 Datalink no longer shows target aspect and speed. In my track there is a bomber coming towards me at 12.000m and mach 1.5. On datalink, it shows as a hovering UFO at 12.000m, that is drifting towards me at a 90 degree angle. SU27_DL_bugged.trk
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I attempt to clear a crash issue with switching to co-pilot. So, I uninstall, clear up the Mi-24P directory under both Mods and CoreMods. The I reinstall the module again. I find there is the module entry in "Instant Action", when I click on a mission, I do not see myself inside the Hind. I notice that also in the ME, the Mi-24P is no longer listed. Very strange. I think I need to do a clean and repair. Oh, I am in the latest OB.
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Just discovered that they exist and works as advertised. Can light them individually and the jettison button works. Problem is the only way to get them is to set a checkmark in the Mission Editor. But then, if used, they do not "come back" either by rearming or even after repair. Of course they should be reloaded on rearm, just brakechutes gets "repacked" on rearm. Will put this "bug" forum shortly unless someone tells me I'm wrong.
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