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  1. Next feature, I really hope it will be as well. CH-47 can do this. This is an example of quite large immersions, but it is also a practice to open the ramp just above the water and pull the pontoon in and out with a winch.
  2. So I was noodling around trying to find out why the gates aren't able to be turned off and I found the bug after 5 mins. The command in the mission editor to show them to a unit includes a field called 'FLAG' with a value of 1. I guessed this was the ON flag. Setting it to 0, five seconds after it had been turn on, via another trigger in the ME, indeed turned it off - but for a millisecond. They visually flash but reappear. So I made a little test mission and script that after 10 seconds in mission, it sets the flag to 0 and loops every thousandths of a second and does it again And guess what, they vanish. Then, another trigger at 20 seconds turns off the loop and the gates return; oddly the gates for previous but now deceased waypoints return - another bug? Attached is the mission file. What we can conclude here is that the FLAG field on SHOW HELPER GATES FOR UNIT, is indeed the ON/OFF switch, but there is a bug in the game code that turns it right back on again. Obviously this doesn't permit granular turning off of individual gates at each way point, but it does permit them to be removed completely. helper_gates_bug_demo_TF-51.miz
  3. It’s been years now but the trim switch on the stick still won’t move when you trim the Aircraft. almost all other modules have this implemented. Please Ed, fix this. Thanks
  4. Respectfully, there is no rank in the debrief of a flight/mission. Time to debrief. It is beyond time to fix this. SA-7 (Strela-2) and its generation of shoulder fired SAMs is a blight on DCS. It has been for a long time and it needs to be fixed. ***The reality is this threat (the early versions of the SA-7) are still viable in the world because so many were made and there was a time they were handed out like candy to all manner of bad actors (countries and terrorist vermin).*** Modern jets still have to contend with them as a potential threat due to their proliferation. It is accepted their accuracy, lethality, and performance may well be questionable, but a slightly damaged 5th generation aircraft from one of these is just as worthless as one shot down. The threat remains because the missiles still exist. Obviously, those of us who prefer to fly earlier aircraft (MiG-15, 19, 21, F-4, A-4, Mirage, Huey, Hind, etc.) are highly interested in this part of the game being accurate. ***16 of the 36 fixed wing modules offered for DCS and 5 of 7 helo modules have a vested interest in this part of the game being accurate. This affects EVERYONE who is paying to fly these modules.*** In reading the threads it appears exactly zero has been done about this for some time. Lots of lip service, no action. We are about to get a new module, the F-4 Phantom. I have pre-purchased it because I am excited about flying a plane I have very personal and ongoing ties to. The lack of motivation to fix a glaring problem in the threat library this aircraft will face is not good. What value is there in having these great models of aircraft and helos that are meticulously researched and built, only to put them in fantasyland environments? The claims DCS is realistic is laughable without fixing the underlying issue(s) in the game code. It is not about the new-oh-I-have-to-have-it-modules with wonderful graphics and fancy cockpits if the world one puts them in is so bad. Fix the field before signing up an all-star team to play on your pitch. I have personal experience with SAMs, on the receiving end. I have also operated many of them from the ground. The unclas fixes are simple. So fix them. Dedicate a programmer or two to this and do the following. Steps to fix this problem. For SA-7: - Clone "MANPADS Ilga - Shooter". Call it "Generic First Generation MANPAD", "Strela-2", "Redeye", or all three. Actually, all three names make sense. Make it available to all countries. - Reduce effective range by 50%, elevation and horizontally - Reduce damage by 50% (There is plenty of data on this out there. Very few fixed wing aircraft were ever brought down by a single SA-7. The vast majority were damaged and limped home. Airliners have been hit by one of these and it could not bring them down. - Prohibit lock-ons from front hemisphere - No shots within 45 degree cone of the Sun - Individual flare effectiveness set 33% (by the second flare, Pk = 10%, by three flares Pk = 4%). This is not at all unreasonable for IR SAMs of that era. This also reinforces the reality that preemptive flares work and even flaring a locked-on missile of this generation was highly effective. This is a very simple solution, based on unclas data, literature, and historical engagements. C'mon guys. Richrach
  5. Hot starting the plane or using autostart puts the ejection arming lever down. It should never be put down until you are on the runway. If I remember correctly, hot started Hornets don't arm the ejection seat and/or it doesn't do it during auto starter. I don't remember exactly because I haven't used autostart in a long time. And it completely ridiculous that after all this time, there's no keybind for it. Yes, I know it can be manually added, but I couldn't seem to get 1 keybind to work for arm/disarm and whenever the game updates it overwrites it. It's long past time to fix stuff like this. It's alt-e on the Hornet do arm/disarm and it needs to be added to the Viper. This, among other things, is what I'm talking about when I say there is a lack of consistency between modules to the point that it's like the teams didn't talk to each other.
  6. Hi guys, found a probably a new bug. I search in the forum but i didnt find anything about it. in the settings, there are three options for Gyro "VERT GYROS SWITCH - Toggle 1/2 " this should working with the inner switch to choose left or right press button. This work fine BUT there are two others "VERT GYROS SWITCH 1", "VERT GYROS SWITCH 2" Both shloud be able to "press" the button itself. But both working same as the 1st "VERT GYROS SWITCH - Toggle 1/2 " Technicaly both "press" switches shloud be able to pressit ON but they dont. Olso on Keyboard it is possible to see the bug. when pressed " Lalt+ Lctrl+ Lshift+ 1 or 2 it did not press the switch, only change the possition that inner one.
  7. While testing sling loading, I came to realize there's no way to choose the rope length ingame. That's a shame because some cargos such as the ISO containers are handled much more easily with a short rope. I'm amazed nobody asked for it before in the forums. Does this option already exist? And if it does not, would it be helpful?
  8. What is exactly the reason that it's ok to export mfd screens but not RWR, DED, IFEI, UFC and other viewports? Why should those viewports break Integrity Check? Why should homepit builders be punished with not being able to join 95% of online servers because of it, rendering their expensive equipment useless? I don't know if this is intentional or not, but if it's not, the solution is literally one line of code... You can copy paste this by yourselves, so your customers who have built home cockpits, don't need to mess around with lua files to make viewports exportable. Can we have a clear and concise reply on this, so people know if their hardware is semi-useless now, and other people who are looking at investing thousands of dollars/euros in hardware for their hobby, know that they are not going to be able to use them online?
  9. Pressing "Show/Hide Pilot" does not display the pilot on the first press, on the 2nd press it shows the pilot. With the pilot displayed, the first press hides the pilot, but 2 presses is needed to show the pilot again. In the track, I begin the exercise after 20 seconds (on the cockpit clock), I contemplate using the timer, but decide I will use the sweeping second hand, and apply the key command on every 5 second interval of the minute (25-30-35-40 etc). Thanks, Hind Pilot Model Bug.trk
  10. It does not show any geographical features, simply airports and waypoints.
  11. Use short press (actually the release after a short press) to display the comm menu and a long press of the same key/button to activate voice chat would reduce the amount of keybinds needed and simplify muscle memory
  12. Hi all, a suggestion for VR use case with OpenXR. Today, when we press zoom in VR the picture is very unstable (sensitive to small movements). In OpenXR we have Shaking Reduction setting, which enabled, causes the picture to be much more stable and thus usable. However if kept at high setting, there's a noticeable delay when looking fast from left to right, so I suggest to integrate Zoom/OpenXR setting in a way that when we press Zoom, OpenXR Shaking Reduction is enabled, then when zoom is released, the Shaking Reduction setting goes to the old setting.
  13. This is not a serious bug, but it is kind of strange and definitely annoying. I use a side button on the mouse (indicated as MOUSE_BTN4 in DCS) for two disjunct functions: Center View - when I don't use head-tracking And "Toggle while held" in opentrack, when I do use the head-tracking The problem is this: When I press the button with head-tracking, to stabilize my view, the cockpit elements DON'T show any tooltips, unless I was positioned on an element and the tooltip was already shown. Then it nicely shows also tooltip for other elements I move my cursor to. Otherwise, no tooltips. First I thought the Center View binding is causing this, but it is not. Even when I unbind it, it doesn't help. I could understand BTN1/2 disrupt the tooltips, because we use this (+ the mouse wheel scroll) to interact with the elements. But the tooltip is not shown, even if I press other buttons (mouse button 4, 5, etc.). I know it feels obscure, but: Anyone: Can anyone with temporary head-tracking disable button on the mouse confirm this? DCS: Is it possible to fix it? It would help tremendously in cockpit exploration when it is very hard to keep the mouse on smaller elements to get the tooltip. Of course, I can also bind the button to head-tracking toggle, but that is less flexible (I cannot use the button with modifiers for other tasks without toggling the head-tracking in the process).
  14. It is a very big improvement that the target advised by JTAC is now marked on the kneeboard map with a red triangle. But if an other JTAC send a new target you have now two or more red triangles on the map. It would be very helpful if only the actual target is on the map or the triangles marked with a number so that we can differ them.
  15. I am trying to figure out if there is a way to save custom kneeboards for maps inside of the saved games folder instead of the main folder. I usually try and keep my main folder clean of any mods/skins etc. I know this already works for Aircraft but I want to try and keep charts and map data in the maps kneeboard folder. Thanks
  16. When dropping weapons on the inner pylons, the AA Igloos are dropped at the same time. The AA MIS-EXT button is not implemented, select jettison is not possible.
  17. Hi there, first - thank you for the Normandy 2.0 map ! It runs super smooth on my i9900K & RX6800XT. Installation was smooth. Mission editor works fine. The level of detail is incredible! Now on to my point: I explored the French coastline in the area between Dieppe and Le Treport, because I have been there several times in recent years. Today the whole area of the coast is characterized by high cliffs (similar to those of Dover) with some smaller beaches and harbors in between. In the Normandy 2.0 map the whole area is more or less flat terrain rolling smoothly into a single beach strip and then into the sea. To get an idea, google Criel sur mer (is next to Le Treport): criel sur mer – Google Suche Although Le Treport and Dieppe look believable for 1944, the coastline itself does not. At all. Cheers, Emacs
  18. Hello drivers! A thought had just occurred to me that would not only improve the realism of DCS/beta and Multithreading with a trigger baked into the software, but also making or playing attack missions more enjoyable— making destructible Power Grids! As I was making a campaign to continue the original Hornet 1989s story, I had set up a timed attack with TLAMs hitting known power houses in the Russian SSR coastline prior to commencing a moderate ground offensive into the towns in Sochi and Novorossyisk. All they did is trigger a series of counter offensives at realistic times to scramble, and activate LR SAM sites. If you hit these power stations one by one in a very short period of time, they would deactivate 80% of their forces because there’s no power to go to the telephone lines, and communicate to warn the naval garrisons. However, they do not off the lights to residential sectors or entire cities. I know in 1991 during the Gulf War, TLAMs were launched from the USS Missouri to take out Saddam’s power grids and radar stations before H-Hour. To ED Developers, is there a way to shut off lights or paralyze towns once the power is destroyed? Or could there be some LUA coding that would enable such effects? Cheers! SGT Toffee
  19. Tanks are missing reload sounds. This might sound like something minor but the sound cue for a reloaded round is very important. the modern vehicles in Combined Arms all have a reload sound, so not sure why we're missing it in the WW2 vehicles.
  20. Hi, I would love it if you guys added a dynamically filled kneeboard page which listed the current presets for Radio Frequencies. A lot of multiplayer server change some of the presets, but there is no way of seeing which is what if they don't include it in a briefing, which is impossible to do for every plane.
  21. Hi all, just a quick post highlighting some missing ordinance that the Sabre historically was equipped with as per manuals for the F-86-E series and F-86-F35 (the Sabre we have in game). As per the manual for the F-86-F-35 and F-86-E-1 shown above, the Sabre should have access to the M65A1 bomb with the T142 fin assembly on pylons 4 and 7, currently in-game the Sabre has access to the M-64A1 general purpose bomb and M177 "Demolition" bomb on these pylons. F-86-F-35 documentation F-86-E-1 documentation Currently in game the only M65A1 that is in game I believe is part of the WW2 assets or is a droppable ordinance from the AI B-52/B-17 You can see what I'm assuming to be the 1000lb bomb above, used in this video by the Grim Reapers showcasing the AI B-17 below https://www.youtube.com/watch?v=PKKNpg2olFM The M-65A1 W/T142 fin can be seen here in this manual of ordinance (OP-1280 Aircraft bombs) Thanks in advance for adding this ordinance option as I was surprised to learn it wasn't already in the sim. References/source bibliography F-86-F manual http://aviationarchives.blogspot.com/2017/07/f-86f-flight-manual.html F-86-E manual (No PDF available at time of report, listing point of purchase) https://www.amazon.com.au/Sabre-Pilots-Flight-Operating-Manual/dp/1430312335 OP-1280 https://bulletpicker.com/pdf/OP 1280, Aircraft Bombs.pdf
  22. currently building and sharing info on building a joystick version 2 , that is a device resembling a gun turret. my first version is successfully functional for the DCS Huey UH1H doorgun because it has everything needed in the codebase for it to function (i.e. player view decoupled from the gun axis, AND joysticks assignable to the gun axis.) WOULD BE NICE TO HAVE these conditions working in Combine Arms Wish list is to operate M2 Browning on an M1A1 abrams...or even a Kord on a technical.. Even better, have vehicles to be multiseat... Dream would be to play in VR with buddy driving me around while i use joystick controlled turret gun, mounted gun trying to shoot down DCS players in aircraft modules!
  23. DCS 28.1.34667.2 How to align the HMCS with my TrackIR? The HMCS position falls short and lower than the TrackIR view. It's hard to use the HMCS having to look at angles to the crosshairs. I've tried different TrackIR curves that do not help. The only thing that helps the alignment is to lower my chair all the way and really offset the TrackIR center, but that centering only works for the left view or right view. The HMCS crosshair is still too low. The Apache and F-16 have such a centering function (if I am correct about this). Please add an HMCS centering function to the A-10C II. I can't use the HMCS as is. The screenshots are of centering the TrackIR at the far bottom right of the front panel, and, the resulting HMCS crosshair position when looking left. But this only works for looking left and it is still a bit too low.
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