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Showing results for tags 'reported earlier'.
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at around 08:16 ingame time I shoot an enemy with 2 aim120c. the first - despite the shoot "dot" centerd perfectly - immediately violently climbs up, the second which I already nosed up is better but still not good. bugflight.trk
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At around 08:03 ingame time I fiddle with the tacan options. It does not work in a/a mode. but when treating it as a ground station it works. bugflight.trk bugflight.miz
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reported earlier Dumping Fuel Tank Causes AIM 9 Static Noise
Underdog posted a topic in Bugs and Problems
Dumping Fuel Tank Causes AIM 9 Static Noise -
Has this been fixed yet ? (october). 105's hit good, but the 97's are still way off ?
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After the last update, have the engine sounds changed for the worse? You can hear it from the outside, F3 key.
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Since the last update, the procedure for the starter switch is reversed. As per manual "The switch is spring-loaded and needs to be held in the down position to spin up a starting flywheel. When the flywheel has reached sufficient rotational speed, by pulling out the starter switch (up position), the spinning flywheel is connected to the crank shaft, which starts the engine." at the moment this seems to be the other way around (pull up to spin up the flywheel, push down to start the engine). Same Issue for the D9. Also the animation seems to be broken if you use the mouse (keybindings work just fine). Pull up is animated, push down is not. I know the latter issue has been reportet earlier but im not sure if this is the same issue since the animation does work in one direction now. https://youtu.be/Kuy5dkRK2Tg
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Hopefully at some point @Eagle Dynamics will consider making an improvement on the reflection system of the Hornet lights and how they reflect on the ground and other objects, currently the lights do not reflect on the ground and go through the stabilizers themselves as can be seen in the attached images. @BIGNEWY Thanks.
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Example: Commands list shows "LCTRL+LSHIFT+1" for "Battery 1 ON/OFF". However "LCTRL+LSHIFT+2" is the working key for "Battery 1 ON/OFF" even though that keybind is assigned to "Battery 2 ON/OFF" Findings: In the commands list, setting "LCTRL+LSHIFT+1" to the "Battery 1 ON" command allows the use of "LCTRL+LSHIFT+1" properly. In default.lua for keyboard input: "Battery 1 ON" has the entry of "device_commands.Button_3" "Battery 1 ON/OFF" has the entry of "device_commands.Button_111" All keybinds that use a 3 numeral identifier in the "device_commands.Button_XXX" entry in the default.lua used for input in the Mi-8 mod are faulty.
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reported earlier Bridge 3 Normandy map tank falls through
Callsign112 posted a topic in Bugs and Problems
As the title says. Track attached. Normandy 2.7.trk -
reported earlier Bridge 2 on Normandy tank falls through
Callsign112 posted a topic in Bugs and Problems
Like the title says. Track attached. Normandy 2.7.trk -
reported earlier Bridge 1 on Normandy tank falls through
Callsign112 posted a topic in Bugs and Problems
Like the title says. Track attached. Normandy 2.7.trk -
DCS 2.7.6.13133 Open Beta I would like to report, that Hronets radar can only follow airborne contact when in STT to its vertical low angle limit of - 60°. When in RWS , TWS (MAN or AUTO), the contact will just dissapear with zero chance of detecting it bellow - 27° When compared with F-16 radar, it behawe same way. Nevada map: APG-73_low_scan_RWS.trkAPG-73_low_scan_TWS.trk Marianas map: APG-73_low_scan_TWS_Marianas.trkAPG-73_low_scan_RWS_LS_Marianas.trkAPG-68_low_scan_RWS_SAM_Marianas.trkAPG-68_low_scan_TWS_Marianas.trk
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Hi, Been playing with the new throttle response on the F18. I noticed that the external model is not syncronised with the internal model, the most noticeable impact is the sound of the bang as the afterburner ignites, its almost immediate, if one is above 80% throttle in the cockpit, however, as soon as you look externally and do the same test, its taking seconds for the afterburner to ignite, certainly not matching with the bang internally. Or perhaps the ignition bang is timed wrong, or, the bang isn't actually the afterburner, who knows, but definately something not right there! Short track attached with demonstration. Thanks external-model-sync-issue.trk
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Hi, could you please take a look at this: While in ACM mode, it's extremely hard to lock a bandit if it's bellow the aircraft, sometimes losing track of a bandit simply if he's diving to the ground, while inside the Radar azimuth limits. I've tried HUD scan, Vertical and Boresight, and it only locks him if he's close to the horizon or above you. How to recreate: Any mission where you have to use ACM should do, i'd say go for the Instant Action "High Aspect Basic Fighter Maneuvers" to test different scenarios quickly. F-16 ACM look down.trk
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I was trying out different fuel levels tonight on a MP server to see if there is any difference in handling characteristics with different fuel loads. The aircraft always spawn fully fuelled (100%) on this server so I started asking the ground crew to reduce the fuel load in the radio menu. I found if I reduced the fuel load to between 76% and 99% the outer tanks contents reduce and the task completes. However if I tried to reduce the fuel load in the main tanks too (select below 75% fuel load on the slider on a full aircraft) the outer tank contents reduce to zero then the process hangs and will not de-fuel the main tanks, the contents gauges for the mains not moving at all, although the fuelling sound can still be heard. Only thing to do is set the fuel level slider above 76% again or spawn into a new aircraft as you can not start engines etc. whilst the ground crew are doing the de-fuelling, they will not prime the engines as obviously busy doing the de-fuel. Easy to check. Just spawn into a fully fuelled aircraft, turn the battery switch on to observe the fuel contents gauges, and ask the ground crew for a de-fuel of more than 75% and observe the gauges. Outers drop to zero but the mains fail to reduce and the process hangs. Issue was repeatable in a SP mission.
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Steps to reproduce (see gun5.trk): - Open the trackfile and take controll - Turn on A/G modein the store page - Ativate JDAM - Deactivate JDAM - Activate GUN - Note that gun impact are way to high over the crosshair (Crosshair seems to be not calculated corectly anymore) gun5.trk [edit] For me it looks like the terrain elevation will not be considered anymore after activation of the JDAM. I added another track file "terrain_elevation_test.trk". Note that at "Sea Level" the pipper seems to be corect but in the mountains not. terrain_elevation_test.trk [Edit] I mentioned JDAM not JSOW
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reported earlier Moving map still not working in 2.7.6.13133
Sharkku posted a topic in Bugs and Problems
Known bug, still present in 2.7.6.13133. A difference is that now there is a blue background showing on zoom levels where the map should be visible. -
Since the changelog has anyone noticed extremely long loading times for this module? Over 4 minutes for each instant action free flight on Caucasus.
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Don't know if this is the right place, and I don't have screens to show it, but the other day flying the Yalu campaign I climbed to 33,000 ft and I saw something I didn't like it. Around my plane there was al ok, but some nm away (maybe 100 or so?) I could see the limits of the shadow boundary (?) it was squared shape. I suppose it was the save performance shadow area, but it was awful.
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The exhaust smoke is corrupted. Depending on the distance and FOV of the camera to the smoke, you can make the exhaust smoke effect grow in size or go back to normal. Below is a SA-10 launch from the distance and one from close up. You can clearly see the difference in smoke size leading to the corrupted effect. smokebug.trk Below you can see the normal and behind the corrupted smoke.
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Hi all, small prerequisite: I m running both Stable and OB version of DCS. I go MP with both versions and have applied same settings and options to both of them except that Stable is with all my maps and modules while OB is just Caucasus and the F14, f16 and f18. As I m flying in VR, I just do ONE tunning in the MDG_strokes_def lua, I reduce the thickness and fuzzyness otherwise my hud is a big green bloby thing... I never had issues with just changing those 2 values and it always passed integrity check on MP. The new OB seems not to like that and kick me out with the message "pure client required". So, is this a new thing, to have this quick edit not pass the IC or is it just something with new OB version? BR
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Both me and my wing-mate noticed that the ATGM sight closes it's metal plate cover before the glass one, causing the glass shield to phase through the metal outer plating. Does not appear to cause any functionality issues, just a simple animation bug. Example here: https://gfycat.com/carelesstastylhasaapso