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  1. The tail wheel for the Ju-88 has for some reason an amplified animation, leading to almost always a 90 degree deflection of the tail wheel despite the aircraft not turning anywhere near enough for such a deflection. Looks very weird when it taxis, like the wheel is retarded/disabled and just getting dragged across the floor. Ju88.trk
  2. According to the in-game map and the beacons.lua, the Abu Dhabi VOR (ADV) is located at N24.441924 E54.656381, whereas the Abu Dhabi DME is located at N24.419118, E54.672854. IRL, both navigation aids are co-located at N24.4189639° E54.6732444° (see attached excerpt of UAE AIP, mind the different format). ADV.pdf
  3. The F16 bomb fall line does not account for wind when using JDAMs. It is modeled correctly for all other types of munition, including WCMDs, but for JDAMS specifically the bomb fall line doesn’t account for wind. This causes the aircraft to home to the selected steerpoint instead of tracking to it like it should. F16 Bomb fall line 2 11 22.trk
  4. Hi folks, for the longest time the Kh-31P was just a glider - the ramjet never kicked in. If you wanted to target ships with an Su24/34 you had to use Kh-31A missiles. With the latest build things are now the other way round : The Kh-31P is reliable and works as expected. It lofts and accelerates up to 3000 kmh plus and then descends onto target. Looks good. The Kh-31A is now a glider (when you manage to get AI to launch it). It just drops and the ramjet never kicks in. I had a few occasions when the ramjet kicked in but in 95% of the cases it does not. So, the Kh-31A is either buggy or I am not using it within a correct set of parameters/mission options. Can you please take a look ? Thanks
  5. If you remove the hardpoint from a chopper and switch the type to another helicopter without this option, you can not rearm it in the mission (if no loadout was selected in the ME). Do the following: - place an UH-1 on an airfield - uncheck the external hardpoint option - select client as skill level - change type to Mi-24p - do NOT change the loadout (it should be empty by default) - start the mission and try to reload If you click on the stations and create a custom loadout, everything seems normal. The crew confirms your request, but after a few seconds they say "rearming complete" without loading anything. If you select a preset, the station tabs stay blank. In case you set a loadout in the mission editor, everything seems to work normal again. If you switch the type back to the UH-1 (if loadout wasn't changed in the ME), you will see that external hardpoints is still unchecked. I attached a track and a mission file that I created as described above. Unfortunately, I can't see the rearming menu in the track but maybe you will see what happens in a dev environment. Otherwise, just try to rearm and see what happens. I have also tested it with an Mi-8 and Ka-50. Same problem. bug_hardpoints.miz bug_hardpoints.trk
  6. After updating to 2.7.10 water stopped rendering properly beyond a distance of around ~5miles. This is reproduced across F/A-18, Viggen and F-14 leading me to believe it's not aircraft specific. The best way I can describe it, that it's a large square that follows the aircraft over water and there are two sets of textures. One is high fidelity which is close and low fidelity that is far away - however they are completely mismatched Turned the water textures all the way up and down - no change Did the usual, shader delete, DCS clean, DCS repair etc... to no avail Specs - 3900x 6900xt 64GB Ram Win11 all latest everything with full WinWing setup and G2 Rendering everything on high except for shadows and clouds Screenshot Attached
  7. There is not much to add to the title. https://streamable.com/aexr9o
  8. Just as the title says. As you will see in the trk, boxing LTWS allows HAFU symbology to be displayed for a radar only MSI trackfile. However, LTWS latent being the key word, is actually supposed to be the filter that is applied when the option is boxed. "Selection of the LTWS option (LTWS boxed) causes HAFU symbology associated with radar only MSI trackfiles not to be displayed. This allows for better viewing of the radar raw hits on the RWS display" -742-100 With this, LTWS should not initialize boxed. @BIGNEWY I will PM you the full page. Edit: PM sent. Important note, CONFIG/IDENT 92A has a completely different LTWS function where target processing is changed. I believe this is where the initial confusion/DCS implementation stems from. LTWS.trk
  9. Trying to use the Hind CPG gunsight in VR is a realy mess if you use any of the helpers Matt mentions in the video. The compass overlay still moves with your head so gets in the way of the gun sight and can move all over the sight as you move your head, the LWIN+H helper overlays into the gun sight also but stays static, in 2D this is not an issue, I cant believe they dont pick this stuff in testing prior to EA release, it says to me they dont even test this stuff in VR. The solution would be to lock the helper compass off screen as soon as you enter the sight and make it look exactly the same as the 2D sight, and move the LWIN-H off the sight and it the black area when it should be like the 2D sight
  10. Is anyone else having issues with the brightness of the MFCDs on the A-10C and has it been reported?
  11. Not sure what category to place this under. Ran into this situation in SP: Syria map, AI F-15/AIM-54 and me in Su-27. I was curious to see how the AI was now handling the AIM-54 launches. I found out the hard way. There was no indication that I was even being swept by search radar on the Beriosa (RWR), yet there was already an AIM-54 in the air. Can this be right? If the F-14's radar is strong enough to get a return on me, I imagine the signal should be strong enough to be displayed. Instead there was no indication of his presence until he was around 100 km (which was actually a bit after he showed up on my radar). Also no indication from the incoming AIM-54 either. Am I missing something? TRK file attached. F-14 Radar and AIM-54.trk
  12. Hey All, I am pretty sure that ED is aware of the gun vs some vehicles where the vehicle is destroyed and on fire, but is not reflected on the TADS. I wanted to ensure that this problem is also identified. This BTR is in the water. Following two Hellfire missile strikes, it is actually dead and on fire. I also notice that vehicles in the water are almost invincible to some attacks, especially guns. Is that because there is no splash damage? Nonetheless, sometimes even direct hits do not seem to cause damage. Caldera
  13. This has been happening a lot lately. Got no small track to post and is already acknowledged. Any news on a fix? Thanks.
  14. Just noticed this with latest version v2.7.12.23362 Have not isolated, but these steps did reproduce: Steps to reproduce 1. AH-64 -> Instant Action -> Desert Challenge 2. Quit mission 3. F-18 -> Mission -> Mission Qualification: Supercarrier CASE III Recovery 4. Observe sea glowing. (Restart game and skip straight to 3. to see normal behavior) Good (Normal) Bad (After repro steps) EDIT: Workaround is to restart game. (Repo step 4 hints at this, but it's important to know it can be temporarily avoided.)
  15. Hi, I've always used the R/BL mode of the Harpoon succesfully, but today after several attempts my missiles keep self destructing about 30NM of the targets. Does anyone know why is it happening?
  16. Hi guys locking a HSD friendly contact works with HMCS octogon display. But when I unlock it, HMCS octogon disapear but dash line stay in HUD. We tried with 4 different people in F16 and it was the same. Thanks
  17. As of last patch April 2022, myself and my F-14 squadmates are experiencing constant/continuous, very small, but very noticable stutters/up and down movement on the supercarrier deck. The Hornet pilots did not (to my knowledge) experience in.
  18. Since one of the last patches we can't change receive mode in FC3 modules. We can't turn off messages to other pilots, from other other pilots, etc. In fact, this something completely prevents you from normally having fun. Is there a chance that something will improve in the near future?
  19. Please see attached images and Trackfile. SHKVAL.trk
  20. Started in version DCS 2.7.11.22041 Open Beta and continuing in version DCS 2.7.11.22211 Open Beta As CPG and using TADS system with 30MM cannon armed I use the first detent to establish range to target. The range displays as 9999 and shows the BAL LIMIT error. I use the second trigger pull and the laser displays the correct range. I can than fire the cannon accurately without any error. I am in hover while doing this as per the Quick User Guide. I read through the AH-64 Quick User Guide on weapon implementation on use of the cannon just to confirm I was using the system correctly. "8. If laser ranging is desired, begin lasing the target with the laser trigger on the RHG. If both the target and the aircraft are stationary, first detent ranging may be used. If either the target or the aircraft are moving, the second detent designation should be used." I have a Thrustmaster Warthog Stick I am using as a controller. I have the first stage of the trigger mapped to LRF First Detent and the second stage of the trigger to fire weapons. I did change the controller mapping to see if that would change things, but it didn't affect the results. There is some odd behavior using this setup as well I can range with the second detent, but the range will bounce back to 9999 pulling through the first detent. If I hold down the button assigned to the second LRF detent I can hold the correct range to target. I made a video of the issue; I apologize for the quality I am by far a YouTube expert. DCS World AH-64 LRF 9999 Bug
  21. Tested before and after this patch with these results: 2.7.11.22211 BLUE ALT / RED ALT -> Detection Range (NM) 35K / 35K -> 48 35K / 30K -> 46 35K / 25K -> 31 35K / 20K -> 31 35K / 15K -> 31 35K / 10K -> 31 2.7.12.23362 BLUE ALT / RED ALT -> Detection Range (NM) 35K / 35K -> 48 35K / 30K -> 46 35K / 25K -> 31 35K / 20K -> 31 35K / 15K -> 31 35K / 10K -> 31 So radar look down wasn't changed this patch, unsure if the "Slant Range" fix meant this or something else, but regardless the look down penalty is grossly excessive currently. Look-down penalty should be nearly non existent over water (where this test was conducted) and over land should have a small effect due to ground clutter but not a -35% radar range across the board as soon as the bandit is greater than 5000 feet below the nose. As far as I'm aware, DCS uses the degrees of radar look down, I didn't record that here though. It does appear however that this is a bug and not intended. The 48NM to 46NM is reasonable for a 5K difference in altitude, and then the flat 31 NM across the board perhaps could be a bug in the code somewhere. I didn't want to record & include 12 tracks but it's easily reproducible 100% of the time. To reproduce: place yourself and the bandit at the noted altitudes and L&S (undesignate switch) the bandit as soon as detected to get an accurate reading.
  22. As in the title. The PDLT cue line and angle stays on the HUD after being deselected on the HSD. To recreate, bug a track on the HSD, then deselect.
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