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Showing results for tags 'investigating'.
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Hi there! I just got a bug where after repairing and rearming on MP my loadout completely bugged. For some reason on the WPN page there is the old loadout / before repairing & rearming/ displayed. It wouldn't let me fire my missiles. Even tried firing rockets as the WPN page shows but nothing happened because i don't have them loaded into the AC. https://imgur.com/a/PyLQdBf Thanks!
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How comes, that, after refueling and rearming, when I start again to continue the attack, there comes the message "No TEDAC available". Me Pilot, George AI. George is aiming via TADS, Hellfires WASed, (so the plan...). The premier attack, same procedure, was successful. Just after reloading, TEDAC is no longer working. Quite frustrating, when you're busy launching an attack and realize the system quit. So what am I doing wrong? No track at the moment. If necessary, I try to reproduce the scenario. Thanks in advance for your help.
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investigating HMD and only bandits, Bug or correct like that.
Vox posted a topic in Bugs and Problems
Hi everyone Can you please inform me about this case : I am alone on my side in the sky (no awacs, no wingman, no other aircraft from my coalition...) and on my radar I have bandits. While they are present on the SA, they are not present in the HMD. I'm not questioning the legitimacy or otherwise of this representation, I just want to know if it works as it's supposed to. Thank you in advance. -
After I recieved instruction to support Pontiac `till reach Alpha, the helicopter did not took off. His engines was shuted down and remained in this state. Suppose some trigger issue :huh:
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AMD's new 7950X3D and 7900X3D have two CCD (clusters), with one dedicated to gaming. The gaming CCD on my 7950X3D has 8 cores and 16 threads that share a massive 96Mb of cache, the other CCD only has 32MB and is reserved for productivity tasks (non-gaming). All games, including non-MT DCS, are automatically isolated to the gaming CCD as they should, which are the first 16 threads in Task Manager. The problem is that DCS MT uses SOME cores from both CCDs. There is a latency penalty when communicating between CCDs that can cause studders. These seem to be most prevalent when burning units are moved into view, this causes the sharp green CPU spikes on the performance graph. Note: The overall FPS is higher with MT, but there is a noticeable studder.null From what I understand, AMD uses the "xbox game bar" to determine if the load is a game or productivity workload. If this is true it seems the Xbox GB detects standard DCS as a game, but MT DCS as a productivity workload. This could explain the studders I experience in MT that are not present in standard. Many performance metrics seem to be missing, for example I only get 0 for the "Simulation" frame time when pressing RCTRL+Pause twice and expanding the block of data, this frame time does seem to show on the graph though. null
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If you open the cover for a start or booster coil the cover closes automatically when the button is released (for no apparent reason - I don't think it does this in the real aircraft). This is very annoying, because for a second try you have to reopen the cover. For people using virpil control panels the buttons stops working for no reason, after the button is released (we have four switches with covers that do not work anymore since this behaviour was introduced). This happens if the button is pressed by a key/button shortcut or with the mouse. Version: 2.8.0.33006
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After updating to 2.8, every time I load into slot (SP or MP), textures load in very slowly. Attached image is about 3 seconds after loading into the slot. It takes about 10 seconds for all textures within visible range to load. I have cleared FXO and Metashaders2 folders, but no joy. EVGA Geforce 3080TI FTW3 AMD 5900X 64gb Corsair vengeance RGB pro 3600mhz
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So yesterday played mission 2. A-10CII on latest OB. It was fun! But I had some strange experiences, which I would like to share. The biggest issue was a messy situation around 1:10:17. It made me engage the wrong targets I think. For reference video timestamps are added. Wingman decided to taxi and take off by himself, right after taxi clearance is given by ATC. (guess DCS AI) Radio voice-overs become active just before line up. Audio doesn't match up because 2 is already airborne. (13:50) ATC gives clearance for take-off without receiving a request. (14:22) Not able to give 2 formation commands, like trail. Could not locate the helo following prowler (31:44) After show of force to the truck it turns behind building but then goes back to the road. No effect on Prowler. After contacts from Overlord GG 311 388 entered them as WP, was about to check them out visual but Prowler was already engaging. Could this Overlord call maybe made a bit sooner to give time for recon (1:03:10) Very unclear situation. Overlord, FL and Prowler stepping onto eachother's radios, big mess (1:10:17) Prowler advances while I am getting green light to engage Prowler halts without reason and can not be informed to proceed (1:15:35) 2 has strange behaviour in the break (1:23:10) and keeps saying 2 rejoin. Even after telling it to go RTB. (DCS AI?)
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Tried mission 8 now, and encountered a couple of problems. 1) Almost as soon as I reached the target area, my wingman reported bingo fuel, RTB, soon followed by ejecting. 2) Warrior gave me the target rundown, and was told to press spacebar to get attack briefing. But upon doing so warrior didn't say anything more. I attacked the targets on my own, and upon all air defenses destroyed he finally talked again (confirming all targets destroyed and contact JTAC for bunkers). The bunker attach was unsuccessful, since I used two GBUs for the SA-9 and grouse earlier, and of the remaining two, one missed, and one had an "aborted" status and would not release. And since my wingman already ejected I had no usable high explosives remaining to complete the mission.
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I can use the F10 menu upto the transit to the Waypoint 1 hold. Prompt says use F10 to contact mission commander and not leave hold till push time. Tried it 4 times and each time I can’t get the F10 and initially thought it was a DCS error but happens each time. am I doing something wrong or is it a bug?
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Hi, Running a test to investigate the issues trying to maintain on-speed during turns in not-auto flaps up operation, I noticed the following: 1. Started test by setting on-speed (~152 KCAS) 2. Entered turn, applied aft stick input up to maximum (limited to 3.55 inches aft in not auto flaps up logic, and also to a ~70% of travel in DCS) 3. Noted that pitch stick command and pitch trim bias allow to pull up to ~14º AOA (stab deflection up to 24º teu). All within expectation. 4. Accelerated to ~230 KCAS, trim untouched, entered turn attempting to capture on-speed. 5. Max pitch stick command won't achieve the previously trimmed 8º AOA, max resulting stab deflection is now only 6º teu. 6. Finally, accelerated to ~243 KCAS to force transition to auto flaps up logic. On transition, noted big AOA and pitch rate spikes as the FCS command transitions between 6º teu and up-to-24. (Note that these spikes will also happen in case of only applying the ~70%/3.55" stick limit mentioned above, and smaller deflections too -- this is not in the attached track, where I used full deflection, but the result will be similar) I'm unsure of what exactly is wrong here. The pitch stick command, trim bias, and aircraft sensor feedbacks are scheduled by airspeed in not-auto flaps up operation, and the gains and limits may benefit from some tuning. I couldn't find a reference to the 6º teu limit observed above at higher speeds anywhere. The aircraft seems to have very little pitch authority in the above test conditions with the current gains. I'd appreciate if you can run this report by your dev team FCS expert, as this particular test case may have slipped through them. FCS_PA.trk
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I found that there was no difference between HI and LO in the gun's rate of fire settings in air-to-ground mode. (I know its fire sounds are same). In the original HI mode, it takes 5 to 6 seconds to consume all ammo, but in air-to-ground mode, it takes 8.6 seconds for both modes. However, it works well in AA mode. is this normal?
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As per the thread tittle. It seems to randomly lose handed off target. EDIT: it is not related to hemisphere change, thus the edit. Added second non-maneuvering track where it also happens. Hornet_TOO.trk harm-nonmaneuvering.trk
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investigating Possible to enter impossible ACM scan mode.
Rissala posted a topic in Bugs and Problems
To reproduce: -switch to guns -go BST -then go vertical scan -then switch to AIM7/AIM-9/AIM-120 -observe that the GACQ scan pattern is on the HUD even with missiles selected and that the radar is doing a weird scan pattern with almost +-90 deg scans ACMpattern.trk -
investigating Loosing lock in ACM sometimes exits ACM submode
some1 posted a topic in Bugs and Problems
If you lock a target with VACQ or HACQ, then after loosing lock the radar is back in ACM VACQ or HACQ respectively. But if you lock a target with WACQ or BST mode, then loosing radar lock kicks you out of ACM back to RWS. Seems inconsistent. ACM lock.trk- 1 reply
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What it currently looks like in a vehicle. No amount of tweaking can make this look like anything decent or even remotely resembling a modern-day MBT's thermal imaging package. And what's up with our binoculars now? There was a very brief period where we had decent thermals for vehicles but that time has long passed. We've been stuck with this for ages! It's awful and un-usable!
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For a while now I've felt like the mil power performance of the F-16 was a little low, though I chalked it up to the DCS version being Blk 50 as the GE engines favor AB over dry thrust. However I did finally get around to do some testing and it looks like there is a lack of thrust/overprediction in fuel flow even taking into account the F110's. I have tracks attached, though due to forum rules I am not posting the source info. I can send it via message. Summary of the issue: Testing at DI 102 at 34015 lbs weight to compare to data at DI 100 at 34000 lbs weight DCS shows increased Delta between speeds when accelerating under full mil power. This not only impacts acceleration, but climb and cruise, so the F-16 has a harder time getting to optimum altitude and uses too much fuel when cruising. DCS fuel burn at 510 knots is approximately 4200 PPH while the actual value should be just under 3900 PPH. Ideally some more testing is needed to see if this is more of an engine issue or drag issue, and it should be tested at more speeds, altitudes, and weights, but the condition that I did test is an important one as it's relevant to the F-16 in a CAP role. F-16CFuelFlow_35000FT_102DI.trk F-16CMilAccel_30000FT_102DI.trk
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At mission start the AI Harriers should be heading north as per the not locked.miz. After making some changes I saved the mission and in all subsequent saves the AI Harriers all face south but show a path of 05 degrees in the F2 view. This mission actually has 60+ triggers so has a huge amount of work gone into it....and it's ruined as the aircraft have to start facing north. Is there a way to fix this? Harrier Locked.miz Harrier not locked.miz
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Hello does anybody know is there is currently any bug causing the laser to not fire or if I am doing something wrong. I have been trying for almost a week to get the laser and hellfires to work. I have read them manual and watch just about every video on YouTube trying to get this figured out. I am in cpg seat, ihadss is boresighted (dont know if that matters or not for lasing with the hellfires) using tads on manual track, missile is was'd and armed I have used both fxd and ghs, the LRFD and missile are on the same channel and the Laser is turned on in the utility tab but when I press the LRFD second or first detent nothing happens at all no new symbology no constraints messages nothing. I have managed to get everything to work right 3 times but about 95% of the time nothing happens. I am starting to think it might be bugged as I have followed multiple tutorials on the topic step by step with no success. Any help would be much appreciated.
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Hello folks, I noticed a mistake regarding the cockpit textures of the F-16C. In the zip folder "F-16C-CPT-TEXTURES.zip" there are these three main files for the seat: f16c_cpt_seat_NRM.dds f16c_cpt_seat.dds f16c_cpt_seat_RoughMet.dds Unfortunately, the normal map "f16c_cpt_seat_NRM.dds" is not loaded. It is also not possible to manually assign the normal map to the livery file. I suspect that the model was not exported correctly. Can someone please take a look at the problem? Many thanks in advance. Cheers Homelander
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Subject. I do not have any real data, but these oscillations look and feel weird when doing a basic crank maneuver. Oscillations are less violent when you are slower. Added: on 0.9M it feels nice and smooth. I think the current FCS implementation can't keep up on 1.4+. Have added second track with full stick deflection. F-18-oscillations.trk F-18-oscillations2.trk
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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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Hi, I was trying to make a mission that had a sort of automated/AI Navigator, my idea was that at some point at the start the Navigator would set up the Direction finding radio. The problem is that when you are occupying the pilot seat, some switches/controls are not available to you, eg the power switches for the Navigation radio, and the navigation radio itself. This also carries over when you try to script these actions in the mission editor, the actions are not completing because I am in the pilot seat. I would like to see at least the scripted actions being able to complete without changing seats, possible? Thanks
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I'm having a problem with this mission. All the triggers seem to be working from taxi, takeoff, and departure but I can't seem to figure out why none of my wingman are taking off to help me? I flew all the way to sally and didn't see one jet take off or ask for taxi. Including my wingman who said he was ready to taxi. Is this a bug with one of the vehicles blocking an aircraft? The briefing has them as starting up their jets, just not taxing, so this would explain it. Any input or advice would be greatly appreciated.