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Showing results for tags 'reported earlier'.
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The static structure kill/death event is not working leading to e.g. the destruction of shelters etc. not being registrered properly.
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If you assemble a complex group of ground units (for example set up a SAM site) that contains different Categories (for example 'Unarmed' for the resupply trucks and "Air Defence" for the Launchers and Radar), changing the Country (say, from "Combined Joint Task Forces Red" to "Combined Joint Task Forces Blue") will incorrectly change the group so that ALL UNITS NOW ARE FORCED TO THE CATEGORY OF THE FIRST UNIT. This will, for example, result in changing the resupply truck (cat Unarmed) to a FLAK 8.8 cm (cat Air Defence) if the first unit in the group is an Air Defence unit. People unaware of this, and who are changing the country of large, complex groups will often not see this change, and can ruin a lot of effort with a single click that should not result in these highly impactful changes. It is 100% reproducible.
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Hi! The gusight camera appears on the cockpit even the gunsight camera has been selected as dismounted in the client special options, while joining a MP server (host cannot be the client) This bug has been running for years, please fix! Specials options should work no matter what server you join nullServer used for testing: 4YA TRINING CAUCASUS PVE V2.0 US 1
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When I turn on TGP in F16 navigation mode, by default when TGP is turned on, TMS goes backwards and TGP looks at a point with specific coordinates, what does this point mean? I don't have any STEER POINT set. this coordinate direction seems to be roughly the same on different maps? On the Syria map TGP after CZ looks towards roughly 3501XXX.3504XXX, I don't quite understand the rationale for this!
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reported earlier Pylon weight excluded in re-arm menu gross weight
itn posted a topic in General Bugs
Hi, Using current DCS 2.9.3.51704. Pylon weight is not included in the Loadout/re-arm menu Gross Weight. Tested with Viper, Hornet and RAZBAM F-15E so I assume it's a generic issue, not with individual modules. And at least for Viper, pylon weight is excluded both for pylon-only and weapon+pylon configuration, so in essence pylons are not counted in re-arm menu at all. Steps to reproduce: Create a mission with plane on ground. Use Viper or another plane with removable pylons. Note the total Gross Weight in Mission Editor. Run the mission, enter cockpit and open Loadout/re-arm menu. Note the GW differs from the weight in Mission Editor. Remove or add pylons. Note the Gross Weight does not change. Expected results: Re-arm menu Gross Weight should change when adding or removing pylons. Attached a track, even if it might be useless for a bug like this. Loadout menu gross weight pylons.trk -
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Hi, my original post of this problem from April 2022 became stale and has been locked recently. As the problem still persists, I repost it here. In CCIP mode, when the time-delay cue is visible and the actual impact point is below the HUD, the following should happen upon holding WPN REL: (1) the target designation pipper (visible in the HUD) should get glued to the chosen target point. BUG: the target designation pipper gets glued to the ground position that would have been hit if the bombs actually had released the moment WPN REL was pressed. (2) the flight computer should guide to the release point using the azimuth steering line (ASL). BUG: The ASL stays vertically centered in the HUD and does not provide steering guidance to the target. (3) the flight computer should release at the right moment to hit the target. This is working as intended, although the azimuth offset cannot be zeroed by the pilot due to missing ASL guidance. The "correct" behavior is described as such in the DCS F-16 manual, so I don't think there can by any doubt about whether this is correct or not. 240229-CCIP post-designate ASL.trk
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1. Normandy 2 Trains are still sunk into tracks down to their axles ST and MT Versions. 2. German Steam Loco class 86 animations - wheels do not rotate and valve gear does not animate at all in MT Version. This is concerning as the ST version is to be removed soon making the purchased class 86 steam locomotive in the ww2 assets pack unusable. The trains deserve a bit of attention as they were a big part of the war effort and add to the DCS emersion greatly. I decided to create all my own british trains at the correct height on track as i did not wish to die of old age waiting for a fix. I have advised the simple fix for the rolling stock height adjustment several times , if the track height adjustment is too difficult and is baked into the whole of Normandy 2 map then just load each 0ne of the DCS 3d rolling stock files into blender - adjust the origin - export using tobys blender exporter and name them with a N2 prefix. And same for any other maps with height problems. Eightball did it for his railway assets pack. This cannot be done by users as the EDM files cannot be imported only DCS can do it using their original 3d models if they still have them ?
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reported earlier A-10A switching aircraft causes crash
plott1964 posted a topic in Game Performance Bugs
Has anyone else had the problem of game crashing after update and when switching between aircraft (RALT+J), specifically the A-10A and another A-10A or any other aircraft. I just started noticing this problem after the last update and have worked with ED support to no avail. Reaching out to the forum for help. -
This has been happening since early on, but I couldn't find a bug report through the search so it might have been missed. When you start the APU on the AH-64D in Multiplayer the other(!) players only ever here the startup whine in a loop instead of the "normal" sequence of start sound, constant purring and shutdown sound. It's not game breaking for sure, but annoying and as the Apache seems to get closer to completion you may want to have a look... erhm, ear.
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reported earlier Su-25 shaking during taxi
miromurin posted a topic in Flaming Cliffs 3 Bugs & Problems
Hi, both Su-25T and Su-25 shaking on the ground during taxi. Is it going to be fixed in future? This is old issue. -
With the update: 2.9.3.51704 there is a stuttering during the movement of the PNVS. The stuttering effect increases with increasing speed of the aircraft. Tested on two systems with both AMD and Nvidia GPUs. Deleting the fxo and metashader2 folders did not solve the problem. pnvs_stutter.zip
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@BIGNEWY, I know this topic is an old and well-established one so I don't feel the need to go into great detail. We all know heat blur affects HUD's in all aircraft (becoming extremely blurry as if INSIDE the heat blur). The last thread I saw talking about the issue in 2022 seems to not have any resolution comment other than it's been reported. Is there an update on if this will be fixed or should we expect it to remain for a few more years/indefinitely? I ask because I'd love to turn it back on but this bug makes it a non-starter. Thanks!
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as the title says; when starting cold (or in any case from the ground and not airborne) all elevation values typed into the OA page will result in the triangle symbology to be below ground. HOWEVER: if you re-enter the elevation values while airborne, the symbology is correct again. i dont know how many times ED "fixed" the OAs but it would be cool if it could actually be fixed. sorry for the new post again, but the others are all locked... track attached. you can see me overwrite the values agian as i am in the air and close to the target OA1+2 below_ground.trk
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Something I haven't previously noticed, and what cannot possibly be an intended behavior is units that are late activated will react to explosions that happened well before they spawn in. Someone drops a bomb in a city, another group spawns any period of time later and they will move around right after spawn. This is especially problematic if you are trying to spawn a unit on to a building rooftop, they will most likely run off the edge and end up on the ground because you had engaged something else in the area prior to their activation.
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I have a problem for a few months (since an update) when I fly as CPG when Georges is on the pilot seat. Every time I move the throttles, it goes back immediately to full power. Impossible to control the power in case of engine overspeed or to set idle in order to cut off the engines. It goes full forward instantly. I thought it was a key binding problem, but if I switch to the pilot seat, there is no problem anymore. I think I finally found where the problem is thanks to a nice and helpful ZSU 23-2 which decided to kill Pilot George while I was flying the aircraft from the front seat ! Since George death, no problem with the throttle anymore. I deduced that even if I have control when I am on the front seat, Georges still has control of the throttles, forbidding me to reduce. Is it on purpose ? If yes, why ? It is quite problematic. Thank you !!!
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reported earlier F16-tgp cursor offset and markpoint problem
Savta35 posted a topic in Bugs and Problems
Anybody else getting offset while making markpoints on the f16? On ccrp -slewing tgp to target -icp 7 setting it to tgp -tms up on target to set markpoint -dobber switch return -cursor zero -selecting stpt 26 Tgp is offset by couple meters Tried every manual i could find Same as with HUD/HMCS Also the same happens when i return to INR from area/point track I uploaded a video of the problems At first i show me switching back to inr After that is the markpoint problem (with and without lasing) -
reported earlier External tanks cannot be filled from the ground
mobile83 posted a topic in General Bugs
Hello, On mirage 2000 and viper (maybe all planes but I haven't tested) when you have empty external tanks and you land to rearm and refuel it never fills the external tanks. I have to refuel without the tanks and then put them back. So now I jettison them before landing to avoid the hassle. Test in multiplayer. I asked on the radio and everyone was the same. -
New version,debug window not show the info about network,like latency, packet loss rate.So I can't debug in MP is my network issues or game issues.
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Screenshots: https://drive.google.com/file/d/1EW1BwBvMseX5-ZG_qv9WaUZV2NmI-Mw7/view?usp=sharing Track if you need: https://drive.google.com/file/d/1ld6Zm4GKTE7mHQTBHcKsQnDrGxN1zkA2/view?usp=sharing Clouds are rendered (maybe that's how lighting works?) slightly differently for the right and left eye. Because of this there is a nasty visual glitch where the eyes see different images at the same point, VR users will understand. See screenshots, the file name has the letter L and R for left and right eye respectively. There is no such problem in the daytime. DCS Open beta 2.9.2.49940, hardware and settings in signature.
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reported earlier Make textboxes scale like polygons
Schlingel mit Kringel posted a topic in Wish List
I would love to see the drawing tools' textboxes behave like the other polygons in a way they scale when the map is zoomed in and out. Polygons do have their size defined by their X and Y position on the map, so their boundaries always stay in the same place relative to the map. The textboxes on the other hand are defined by text size and just seem to have an X and Y anchor point (lower left corner), resulting in really bad clutter when you zoom out. It would be better if the textboxes had transformation handles (that white squares on polygons you can drag) to define X and Y boundaries. Text size would scale to fit the box instead (drag the box bigger, text gets bigger). That way one could drag textboxes that can easily be read when fully zoomed out (e.g. info about common frequencies, general information) or have small textboxes that can only be read if zoomed in to the particular region of the map (for describing landmarks or even have a longer text next to an airbase to describe rules, frequencies, active runway, pattern altitude...) Example of the issue: just building a mission template for Syria (heavily wip) and looking to mark lots of important landmarks across the country. Having some textboxes in Aleppo only so far but the map is already cluttered for that region when zoomed out. The dotted outlines on the other hand scale well and become a 1x1px dot at a certain zoom level - would love to see textboxes behave the same. Zoomed in very close. Textbox is way too small for the area it describes (dotted area). Making the text bigger though would give increased problems when zooming out: Zoomed out further. Text overlaps the area already despite the text size is very small (8px) : Zooming out, the dotted lines "stay in place" (shrink in size), text stays same size (8px) though: Fully zoomed out, textboxes still same size as when zoomed in, resulting in bad clutter: -
I noticed other modules (F18, F14B etc.) have blurry effect on the engines on external view, but in the Blackshark this effect is no longer there. I don't know how long it's been like that. I remember there was the blur coming out of both engines was a nice effect, at least in BS2 before the release of BS3. In the option menu the settings is "Heat Blur = HIGH" The question, now, are the Ka's not exhausting heat anymore or is it a bug on my side only ? (Using current open beta version as of today)
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Sorry if this has been reported before but I'm new to the forums since I'm a Steam User. Some updates back I noticed that the texture for the livery on the VMFA-314 for the F/A-18C appears to have a weird green digital camo texture instead. I'm no expert but since they are my favorite military squadron I do pay attention to a lot of the various liveries they've used in real life & I've never seen that green camo paint on their jet's fuel tanks. Is this a bug?