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  1. The problem occurs in the editor as well as during the game.
  2. on A-10C II when use a TGP on high zoom, screen start flickering and its geting worst with a higher zoom. when is TGP set to off or change screen flickering gone
  3. Mirrors work great, but when I pass by smoke pots I can see the columns of smoke through the mirrors. Also can see the white-colored objects defining the target area. Trk file was 26Mb, too big to upload.
  4. Hello. Switching with F2 view between 10+ planes almost all the time i've got a black screen and after this, the brightness is very low. Thank you
  5. This issue arose after updating to 2.8, It seems that no matter what mission or campaign i attempt with the F14 immediately after clicking fly/start after the loading screen i get a brief shot of the f14 cockpit maybe a single frame and immediately crash into the ocean, ive tried the restart/respawn, different missions, doesnt matter, ive cleared my temp files & logs just to make sure & still no luck. Anyone experience this?
  6. Anyone else notice an increase in unsuccessful strafing runs by AI recently? If my wingmen (Or just allied flights) run out of Air to ground ordinance theyll use the gun if there are still targets around. Only problem is they rarely pull up soon enough and end up hitting various ground objects like trees
  7. Hey guys, I recognized, that i can't load AIM-120C's at the ground for the wing stations on the F/A-18 (Station 2, 3, 7, 8). Neither a single one nor two. I only have the option for AIM-120B's. See image attached, sorry for the low res, i'm playing on VR. It doesn't make a difference, which one of the four options for an AIM-120B i choose, i always end up with a B-version. I'm using the F/A-18C at the PG map, didn't tried this one on other maps. Latest DCS Beta Version. No difference between singleplayer or multiplayer.
  8. It's taken weeks of diagnosis and trial and error but I have now confirmed there is a bug with the pathing of the AI infantry (we all know there are bugs with vehicles driving through woods, gardens etc) but this isn't it. What I was trying to do: I wanted to have a late activated group in the ME as a 'template' that I could use, via scripting to create 'n' number of them, and change their final waypoint to a specific x,z position on the map -- this position was going to be based upon the orientation / position of another unit. E.G. I wanted to spawn a infantry from a building doorway and move it to the back of an APC or I wanted to spawn an AI Infantry from a command tent opening to run to a SAM battery control panel on a scud launcher to set it off. So I've spent weeks learning how to do all this via scripting and I'm able to place a static red flag at the exact point of the control panel / door way / opening etc that I want regardless of the target objects position or orientation. The flag is perfectly aligned. HOWEVER, if I give those exact same coordinates to the final waypoint of the AI Infantry where they actually end up is anyone's guess. They can stop almost at that point (if the unit is pointing exactly due WEST) but any other orientation means they stop about 15 m away from the unit at almost any position around it. there seems to be no reason or rhyme as to why they vary so much, it almost doesn't matter what type of unit it is that I want them to move to (ground, static or part of a map) they still just go where the hell the like. Worse is it's never in the same place in regards to the vehicle. Just to re-iterate, it's the same x,y (actually x and z) for the flag and for the last waypoint for the Infantry. There is no problem with the code for working out the position of where to send them, and I am able to send the infantry to any point I want - just that it won't stop at that exact point, just somewhere around it.
  9. I'm having these weird black lines at specific camera angle, what are those??
  10. Flying the Tomcat so track files unfortunately end up spiraling into the ocean instead of showing the problem, but here's some issues I've noticed after extensive tanking from an S-3 set to "Recovery Tanker" orbiting the boat: Before hailing tanker over radio When the tanker is in left turn aft of the ship returning to BRC in a conservative bank angle, he suddenly pulls about 60 AoB into the rejoining aircraft just prior to rolling level, nearly causing mid-airs with joining aircraft. Tanker should not be suddenly increasing bank angle before rolling out on heading. After hailing tanker / While plugged in Before beginning his left hand turn, he turns right, then turns back left, throwing off anyone who's plugged in or trying to plug in. Tanker should not be turning opposite of orbit direction before commencing orbit turn. Partly through the turn, he increases bank angle for a bit, and then after some time reduces bank angle. Tanker should remain at a consistent bank angle until tanking is finished/aborted.
  11. HI GUYS ANY IDEA ON WHY AT SOME POINT, NIGHT MISSION ON A10C (IN VR), I SWITCH ON THE TGP AND EVERYTHING WORKS...THEN ALL OF A SUDDEN IS LIKE BURNING AND OVERWHITENING, IS ABOUT 20 MILES FROM OBJ, THEN YOU CAME CLOSER AND FOR SOME OBSCURE REASON WORKS AGAIN?!?THE DISPLAYS OF COURSE ARE IN NIGHT MODE, TRIED TO WORK ON BRIGHTENESS BUT NOTHING. ANOTHER STRANGE THING IS THAT FROM A DISTANCE YOU CAN SPOT TANKS ON THE TGP,BUT WHEN YOU ARE CLOSER THEY COMPLETELY DISAPPEAR AND WHATEVER YOU SELECT(BLK HOT/WHT HOT) YOU CANNOT FIND THEM ANYMORE; YOU EVENTUALLY NEED TO GO VERY FAR SPOT THEM AGAIN AND COME CLOSER TO FIRE MAV. ANY IDEA?!?
  12. On the F14, you can have the seeker on the PH activate about 7 seconds from impact, (instead of the normal 14-17 seconds TTI) in order to pursue smaller, maneuverable targets like fighters. However, the AI seems to always react prior to the seeker going active when this setting is selected. It seems like the time of reaction is coded into the AI, in such a way, so that it will respond to a set number of seconds to impact, not as a reaction to the missile going active. It would be a vast improvement to the AI if: 1. It reacted based on the seeker going active, not TTI. 2. If the AI periodically cranked or F-poled or flowed cold or whatever in order to try and energy defeat your (human) non active fox 3 missiles in flight. Missiles it shouldn't be aware of but making the maneuvers out of precaution. It would be best if they did this organically, not at set distances from player's aircraft or TTI.
  13. Ok, standard FOV may vary person to person, but at just a mile away, this helicopter vanishes at some FOV around 70. I don't know how to exactly measure that. At 1080p, the helicopter doesn't completely vanish, but will change from being a 20 pixel object to a 1 pixel object. At higher resolutions, it appears to go from a 30 pixel object to a zero pixel object. No form of labels, dots, or anti-aliasing being used. If it matters, I'm on a GTX1080 with a 5800X3D and 32 gigs of ram. Zooming in will make it appear again so I can make it poof in an out of existence. It's a busy week for me, but I was planning on making a test mission tonight that has all player controllable aircraft lined up in distant rows to see if this affects anything else, but I suspect only the AH-64 for now. Other helicopters/planes seem to appear fine this patch, but I know that wasn't the case in earlier versions of 2.8. I have cleared fxo and metas for testing.
  14. It seems to me that these two AI aircraft are a bit overpowered, and or don't bleed airspeed enough. A clean F-15 with almost no fuel can't seem to hang with them. Seems strange since I have better wing loading and better thrust to weight ratio. I should be able to outmaneuver and out accelerate them both.
  15. Cannot get the AI to shoot more than 4 missles, he claims we are out after shooting 4 from the left rack, unable to shoot from the right. And when i swich to copilot i switch the station selection, but it also shows no missile ready no matter which i pick...
  16. KA-50 III will complete the INS from a cold start if it's a single player mission. However, if I start the KA-50 III in multiplayer mode and say select Normal INS and then flick on the INS power the light goes out on the panel and it does not perform the INS but instead displays the HUD as if the INS had completed.
  17. Hello, Have anyone else also noticed after last patch significant drop of fps when on or near the SuperCarrier? Me, using non-MT, notice about 15-18 fps, then after launch, about two-three miles away from carrier, frames returns to acceptable numbers.
  18. Hi folks! Sorry for wrong nomenclature here and there, I don't have DCS with me here. There used to be two methods for telling Petrovich which target you want him to attack: Method 1: Petrovich menu, look at the general target area, Petrovich forward short (e.g. "W"), select target from the list, confirm with Petrovich right short (e.g. "D"). Method 2: Place the target inside the inner small gunsight circle (pilot's gunsight) and press button "XYZ" (I can't remember the binding name). Petrovich should attack this particular target. I used method 2 a lot and it used to work. Since one of the latest OB updates (I think THE latest, but I'm not sure), it doesn't seem to work. When I press the "XYZ" button in current OB, and - rest assured - only one target is within the small gunsight circle (no risk of ambiguity), the list of nearby targets pop up - exactly as in the method 1. Point is, in many cases the method 1 is inferior to 2, it's a long story, but method 2 was super cool, my favourite. Does any of you use method 2? Does it still work for you?
  19. As title says, neither the actual knob in the cockpit nor keybinds change altimeter pressure setting. Test was conducted at Normandy, singleplayer.
  20. It would be great to have more precise marks to aim the pieces, the degrees are marked every 5 degrees, maybe add a more precise numerical display of the aiming direction and elevation angle. Maybe as something more detailed to have a shooting calculator where to put the direction, distance and elevation difference between the artillery piece and the target zone, maybe even load the coordinates and elevation of the target to get the shooting data and even auto aiming. And improve the area damage of artillery and mortars in general. it is incredible that SA8 is intact. (2S19 Msta 152mm rounds!)
  21. So after by the book mission editing to get the AI attack a ground target with JDAMS I give the order once we get close "Engage Mission and Rejoin" via the correct coms menu, AI acknowledge.. but does nothing. They fly slow and straight, does not engage, does not evade enemy fire or incoming sams and just gets shot down. Reflown the mission many times and the AI is just passive. What is wrong? If I say engange air defences, they acknowledge but just gets shot down, no harms fired. If I say engage "mission and rejoin" they fly slow and straight and get shot down, not even trying to engage mission ground targets. I have a track if that's useful but I've seen this behavior from the AI so many times.
  22. Just wondered if people find that the dive speed correct on the jug. I find it doesn’t catch up with a 109 in a dive, from what I’ve read it was unmatched in the dive. Anybody have any thoughts?
  23. Hello! AI AJS 37 Viggens activates the red rotating beacon prior takeoff on runway. They also turn off the rotating beacon upon exit from the runway. As far as I know rotating beacon should be turned on prior engine start and kept on until engine shutdown. I have also noticed that the canard flaps drops during takeoff and are raised after touchdow. IRL the canard flaps are down/lowered as long as the landing gear is extended. After takeoff when landing gear retracts, the canard flaps are raised. I apologize for my poor English. Best regards: Otulf
  24. Strange effect when flying at night and in rainy conditions (standard Overcast/Rain 3) When light is shining directly into rain there are tiny 2d clouds that seem to fall down and through the surface of the map? Looks like its snowing clouds for want of a better description. When the light is off(searchlight/landing lights etc) they are no longer visible.
  25. Unable to force 21 as the active at Nellis; even with hurricane-like winds out of downtown Vegas.
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