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  1. I was playing the A-10C single-player mission Defend Camp Yankee, which I editted the player's a/c to be A-10C II. On station of IP, I checked in with JTAC (VHF 30.00MHz FM, assigned by the mission editor) by radio ARC-186, and since then I received no response from JTAC at all. Furthermore, all my radio communications menus stopped working. In details: all three radios were functional, i.e. I could turn it on, off, tune frequencey, etc.; I could also receive the radio from another A-10C flight (that he was passing waypoint, spotted AAA, etc.) and ground units if tuned to the correct frequency. The problem is that I could not send any radio by the \ menu (I played realistic radio, so dedicated usage on ARC-210, 164 and 186). Nromally, for example, if I call my wingman to rejoin, I would hear my own transimision "2, join up." first, then the response "2, rejoin.". However, in this bugged mission I could not hear any of my transimission on all 3 radios, and thus no response from anyone, either wingman, jtac, ATC, etc., as if my radio call is jammed by the initial check-in with the JTAC. In the game I then strafed the bugged JTAC with HEI but he took zero damage. I don't know if it could be that the JTAC might be killed by enemy mortar when receiving my very long check-in radio call, and thus a bug is triggered, just a guess. This bug didn't always happen. I played this mission 4 times today, and there were twice that the JTAC didn't respond to me: once I could still use my radio to contact others; and the other time is the bugged one, and the track is attached. And usally, the JTAC would respond to me "no more tasking, good job" if there is no task, but sometimes he doesn't. jtac.trk
  2. By this time, ED is tired of my bug reporting but i know they are working with the radar so it's now or in two weeks When having more then 2-3 targets, the priority in the rader is buggy, I have a video, trackfile and some pictures bellow. All the targets are the same, Mig29S, all 4 at the same speed and all at the same altitude. Maybe @Harker know something better but I think it's a bug. The sorting should be from me, 1,2,3,4 but now it's 2-3-4-1 and sometimes it changes but never , 1,2,3,4 like nearest should be 1 and furthest should be 4. priority.trk
  3. bug f-5e-manual-dcsvsRL INKSCAPE project v01.svg Thanks to Bullet for inspiration Never tell me the odds || F-5E Tiger || DCS World - YouTube — https://www.youtube.com/watch?v=0fLrqVCKVcg
  4. Just finished Mission 15. After the credits, when the master caution goes off, there was just a long silence until the wingmen repositioned behind me and lead came up on strike for a rep. I assume there was a missed voiceover where Flip informs the flight that he has an issue, but I didn't hear it. I was still on Button 3 (texaco) aux. There was no push that I can see (I went back through messages history) to put me back on Tac, so that's why I assume the voiceover was missed. Perhaps I missed it but there was nothing in messages history. After completing the mission, I went back and commenced from RTB. The message told me to be on Button 2 Aux, which did give me the voiceover and everything worked as expected. I'm not going to replay all the way from IP to see if I missed the push or if it wasn't there - perhaps you could do a quick check of the script and make sure it exists? Thanks!
  5. Does anyone have the same problem? The Auto/CCRP mode works perfectly when the plane starts hot or airborne. Bombs (mk-82-83-84) hit targeted points very accurately at 5,000, 10,000 and 15,000 ft, no problem. But if I cold start the plane myself, or initiate an autostart, bombs fall short systematically by a wide margin (like a mile). It used to work very well with cold Hornets but not anymore, at least for me. Mission is post 1994, SATNAV is enabled. Before I submit trk files, I just would like to know if this is a known issue.
  6. Hi ! It happened first time in MP then I was able to reproduce in SP (track attached). SA-5 fired, RWR's missile launch alarm. I did a defensive maneuvre and broke the lock. RWR alarm stop. I regained altitude, still 5 on RWR but no alarm sound. SA-5 missile still guided and shot me down. SA-5_RWR_Bug.trk
  7. Hi all, I recently purchased the WWII Assets pack and for the life of me, I just can't get the searchlights to....well...search. They turn on and turn off with the triggers I've set but they will not search or track. I'm using DCS stable V2.5.6.55960 and I've attached the .miz file I used to test. I'd really appreciate any help with this. Thanks in advance. bbbbbb.miz
  8. This started to happen with 2.9. Looks like the FCR does not update the flight path of the locked aircraft. When it detects a change it just jumps into place. I am not sure if it happens all the time, but when youre chasing a bandit the updates are smaller and the lag becomes more obvious. Its at the end of track. Sorry I cant isolate it in a single player mission to the lack of time. I just do what I always do. Stop playing so the issue is at the end of the track and make a video of it. mobettameta's Dogfight Arena v1.76.1-20231025-223043.trk
  9. I had a mission where I needed to find a moving speedboat with the radar then shoot it with a laser Maverick. I was able to find and lock the speedboat but as soon as I selected the DDI with the FLIR (without touching any other button) the radar would stop tracking. If I never select the FLIR, the radar never loses track. Video below: AG Radar Bug Report.trk
  10. ECM CW light is meant to be lit when ECM detects CW illumination. In DCS it seems to be illuminated as soon as SA-2 launches missile at you. The problem is that SA-2 has no CW mode. It uses early TWS radar (that tracks a single target while scanning), IIRC it uses FM ranging at all times and have no CW emission mode. IRL the only change when missile is launched is that RPK starts sending radio command signals to the missile and this is the marker that real RWR systems may use to trigger missile launch warning, but we are talking about ECM here and not the RWR, so that's the story for another thread Generally speaking some doppler radar based systems may use CW mode for target illumination. SA-6 uses CW illuminator for target illumination only, it also has (monopulse?) radar for target tracking and target acquisition radar for searching. So normally SA-6 should light up both SAM and CW lights when it is guiding a missile, because ECM is detecting both CW illuminator and target tracking radar. Lets go to the SA-5 scenario now. SA-5 is different kind of dog. It may use MHI mode (fancy name for CW) for both target tracking and target illumination, however it may also be guiding a missile in FKM mode (fancy therm for PM modulated ranging) and may also introduce FM mode when target is trying to hide in a notch filter. IIRC In total there are at least 4 emission modes of Square Pair radar and IIRC all 4 of them may be used for both guidance of the missile and tracking of the target. In a typical SA-5 engagement scenario CW light would go on first, (when radar tries to establish tracking in elevation and azimuth), then SAM light would go on when radar is switched into FKM (CW light goes off) and finally CW light would go on and SAM light would extinguish (when system goes back to CW after initial ranging was established and FKM was no longer needed). Not sure if RWR would be able to classify SA-5 as SA-5 when it is in CW mode, because the only hint would be the frequency (no fancy PRF, modulation and other specific stuff that could be a fingerprint of a radar), but that is again story for another RWR thread null Following pictures are taken from Sam Simulator manual, available on Sam Simulator author's page: https://sites.google.com/site/samsimulator1972/home
  11. When I start DCS-MT, the first core maxes out immediately. The in-game FPS counter shows 'CPU Bound (main thread)' in red. I have: i7-10700, RTX-3070, 32gb memory, Oculus Quest 2 (software v50), nvidia driver .18 Launch via Steam using command line options for VR and Open XR. Please help: - how to diagnose the cause - how to solve it. (i do see nice improvements in 2d, but non in VR)
  12. Whenever you roll to the left, the plane also reduces it's AoA a bit or goes towars more negative, but if you roll right, your AoA stays the same. Yes, not a confusion or error due to how I handle the stick as I'm carefully applying pure roll inputs without any pitch (the small deadzone I have also helps proving it), as the keyboard commands give the same results. Don't need a track as everyone can test it and see it quite quickly, but if needed, I'll make a track which also show the inputs values.
  13. When flying with a human player, the setting in TSD/Util to display either local or zulu time randomly jumps back to the previous value. Pardon my french in this video. between a generally a bad day, framerate issues for no apparent reason, lots of bugs with the aircraft, george not being able to hit stuff and me getting shot down as a result and the server crashing I was quite frustrated at the time. Issue at 1:27:17. The first press randomly worked. It usually doesn't. I press it a few more times and the bug appears.
  14. When the helicopter is more than 2 miles away, it vanishes. This can be made worse by having a higher FOV than normal or reducing the LOD slider in the options. Even at just 500 meters, it can be made to vanish by setting the slider to 0.3 or less. By then, you can see the Apache as a flying pair of rocket pods. Turn down the slider further and it vanishes completely at close range. This creates a bit of a problem for anyone who might want to PvP against Apache's but doesn't have 20 gigs of Vram. The helicopter might be too far for rendering while too close for dots. I suspect the problem is here: {"ah-64d_bl2_lod5.edm",3000.000000}; in file ah-64d_bl2.lods, because throwing in an extra zero solves the problem. All aircraft have the last LOD range set to 50,000 (including helicopters) with the exception of the C-101, which has it set to 10,000. The Apache is set to 3,000, but it cannot be fixed while passing IC.
  15. AI's never drop the external even entering an air combat situation. No track attached because it can be easily reproduced in any mission of the 'Big Show' Campaign. It is not specifically to the campaign nevertheless to the AI. Closer A/C is mine and the rest are AI wingmen in RTB after a huge air combat over France in Mission #5.
  16. Hi guys, I had a session with two friends of mine tonight and we did not stop having this issue. I never had this issue in Single Player. While approaching a convoy with a load of MK82 SnakeEyes (speed 450 knots, altitude 400 feet), 50% of the time, my F5 was exploding as soon as I was releasing the bomb. All of us got the issue. But it was working from time to to time. One of the player has a weak network with some latency issue ... could it be some kind of latency issue with the position of the bombs and the aircraft? Anyone ever got that issue? I have to say that it is quite a buzz killer to fly 25 minutes away, to explode mid air while releasing the bombs. I really wish that I am missing something! I would appreciate if you have any hints. Here are my bombing parameters if needed: - Interval 0.6 - Store RIPL - Fuse: Nose & Tail - All pylon selected (9 bombs) - Pip Mode "MAN" - Depress 90 Thanks!
  17. By referencing a publicly available FLCS flashcard (https://quizlet.com/309832047/flcs-flash-cards/), the yaw rate limiter is activated when AOA > 35° until AOA is reduced below 32°. A similar description can be found in the dash-1 manual (which is not quoted here), but I'm not seeing this behavior in DCS F-16. In the two tracks below, the activation AOA is 29° as indicated by the suddenly reducing aileron deflection upon crossing 29° AOA. This is an incorrect value by the F-16 version we had. Viper yaw rate limiter activation AOA - track2.trk Viper yaw rate limiter activation AOA.trk
  18. Hi everyone, I am still experiencing issues when trying to bug a second target while in RWS mode. I am finding it extremely difficult/impossible to manipulate the radar to the proper elevation to bug a second target as it jumps around (the radar, not the bandit)either too high or too low. It is important to note that this behavior does not occur with the radar elevation when bugging the the first target. I would greatly appreciate anyone who could post a track that demonstrates this issue. I suspect this is only an issue for those who have the radar elevation mapped to a button on their hotas (I'm currently using a winwing orion with radar elevation mapped to the rocker button). At first I thought this was an issue related to my hotas, but after swapping out my orion hotas with my backup hotas the problem persists. (logitech x56). Directions to reproduce the issue: Ensure radar elevation is mapped to a button(s) for increase/decrease and set the radar for RWS. Place two bandits at different altitudes but relatively equal distance from you (say 25nm out, one at 30k and the other at 10k feet). You should have no problem manipulating the radar elevation to easily bug the first target. After bugging the first target, attempting to move the radar to the proper elevation will be very difficult and often impossible to bug the second target. Please note, this has only been an issue for me during the last several months and I have experienced no such issues with the radar elevation during the first year of owning this module. I have also noticed if I am faced with two bandits I can easily bug one target, launch a missile at him, tms down to debug him, and then the radar elevation will move normally so that I can proceed to bug the second target. This is far from ideal, but is the best workaround I could find currently. Thanks in advance to anyone who can post a track that demonstrates this issue.
  19. NASAM will track target but not engage when mission is hosted on a dedicated server. I've noticed this for a while even before the 2.9 release. I set up a single player mission & a locally hosted mission and the target was destroyed. Moved the same mission to my dedicated server and target was tracked but not fired upon. Server track included. server-20231120-131312.trk
  20. I saw some similar posts but not exactly this description so apologies if we think this is already reported. This is new since last update for me. I start a mission as Back Seat with George AI as CPG. I bring up George. WAS any weapon. Direct George to Slave. He will slave over reliably until I lock on and Lase first target. Whether I engage the target or not he will not Slave anymore after the first target. I have tried wasing any other weapon, de-was, turning him off and back on and back and forth but nothing brings him back. He will continue to WAS other weapons, will De-Was, will change from LOBL to LOAL, will change rocket counts etc. He just wont slave anymore. I also cannot place the weapons back on Safe once this happens. If I press the ARM/Safe button it just stays armed and keeps repeating "Weapons Armed." Now what I feel pretty positive about is this only happens on Cold Start missions. I ran a few Hot Starts and no problem. Went back to a Cold Start and it did it again on 2 missions and then was OK on the 3rd. I will try and get a track. Of course when i went to save it didn't do it.
  21. Hello. when a friend or an AI targeting someone and they are close to each other and you expand on the TUC, the line from the friendly disappear when expanding. is this a bug? Trackfile : https://easyupload.io/123s08
  22. In NAV mode, you can select any FCR mode (CRM, ACM, GMT, GM, SEA) and CRM submodes (RWS, TWS, VSR) and if you leave NAV and go back, it keeps the same mode and submode you had selected. In AA or MSL Override modes, the same happens for both the FCR mode (you can select only CRM or ACM) and submodes - if you leave and go back to AA or MSL Override, it retains the mode you had selected. The same does not happen in AG mode - it always reset back to GM, even though you had GMT or SEA selected. This doesn't make sense from the overall ergonomics of the jet. Note that it always resets to AGR (air-ground ranging) when a visual submode of munitions is selected, and this is correct. However if a pre-planned submode of munitions is selected, it should retain whatever ground mapping mode it had before (either GM, GMT or SEA). Track attached. F16 does not persist AG radar mode.trk
  23. Howdy! Search didn`t produce results, so I'm posting... For case I recovery, lead should form the flight in right echelon prior to initial (getting ready for kiss off | break). AI is not flying right echelon correctly. #3 and #4 are in position, but #2 is sucked messing up the 45o line. It worked in the past
  24. n MULTIPLAYER missions, when the train is activated, only the person hosting the game can see it, this is not very serious, but I wanted to let you know if it has not already been done by other users. fly safe
  25. When entering TACAN, the HSI is providing DME information to VOR/DME stations of the paired frequency. Examples in tracks attached: - TACAN 73X on Syria will show range info to the VOR/DME station at Beirut (112.6 MHz). - TACAN 83X on Persian Gulf will show range info to the VOR/DME station at Ras al Khaimah (113.6 MHz). TACAN_VORDME_73X_Syria.trk TACAN_VORDME_83X_PG.trk
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