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I noticed recently there is many aircraft official well known DCS modules that I currently own and have installed that is not showing in the SimAppPro for Key Binding and Dynamic Vibration, and this sucks big time because since the SimAppPro dont support this modules, the vibration dont work and you cant share and import Key Bindings for all this official well known DCS modules. Please @WINWING @WinwingTech can you guys please add support for all this official DCS modules Ill list bellow? See this screenshot attached, its missing all of this modules that I'll list bellow: (All this modules is currently installed and is not being detected for SimAppPro which indicates no support for them?) - F-5E Flaming Cliffs 2024 - F-86F Flaming Cliffs 2024 - MIG-29 Flaming Cliffs 2024 (All variants MIG-29A, MIG-29S) - New MIG-29A Fulcrum full fidelity - Su-25A (SimAppPro only have Su-25T variant) - MIG-15 Flaming Cliffs 2024 - F4U-1D Corsair This is all the missing aircraft modules from my SimAppPro. I already tried reinstalling DCS and reinstalling SimAppPro, no luck. So I think its a Winwing problem lacking support for this aircrafts. Please Winwing add support
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Hi Falong here I have had this certain problem with the Jester Wheel not showing up I've had this problem since I bought the product. I've tried repairing DCS and uninstalling the product and DCS itself toggling the "HB UI override) I am on a pc with no VR, and with 32 gb of ram GTX 4090 and a compatible cpu I have set all my graphics to low. The Jester context action is definetly bound to a and on every device I bind it to it still does not work. This is quite a bad module to be honest had it for a long time(1 month) still cannot work properly. I understand it's hard to make something like this but c'mon really? No image sorry will send track file en request
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The new track included. I was thinking that it was Normandy 2.0 map bug, but the same issue is on Kutaisi airfield (Caucasus map). More info is here, looks like General bug of ATC in DCS. test.trk
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Mission 10 Kneeboard Bug (F-86F Version)
SignorMagnifico posted a topic in The Museum Relic Campaign
The kneeboard page referencing waypoints and speeds (headings & airspeed) in Mission 10 of the Museum Relic Campaign is incorrect. The kneeboard displays all speeds in km/h instead of knots. The chart in the mission briefing window is correct; however, the page in the kneeboard is not correct and does not match the briefing window. Within the mission file, filename Waypoint Grid 512.png in the l10n > DEFAULT folder should replace the KB F86 MR10c.png file in the KNEEBOARD > IMAGES folder. Tested on DCS 2.9.20.15384. As a temporary workaround, it should be sufficient for the user to move the Waypoint Grid 512.png file into the users > saved games > DCS > Kneeboard > F-86F Sabre folder. -
The kneeboard images are not visible in Mission 7 because the images are placed directly in the mission's KNEEBOARD folder instead of the KNEEBOARD > IMAGES subfolder. I resolved this by extracting the images from the mission file and placing them in my C:\ > users > username > Saved Games > DCS > Kneeboard > F86F Sabre folder, so I could fly the mission.
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Hey 9L, Newy, Wags. With the new Fulcrum release; there may be a potential bug with Smokewinders. We can turn them on by using "Missile Trigger - Fire" when armed; however consecutive presses do not turn off the smokewinders. Even when switching to Safe it would be assumed that switching to Safe would theoretically disable the smokewinders (disarming them). Currently there is no bind for "Smoke On/Off" which would be more beneficial like in other modules and the FC Mig29A. In the Track file; I've utilised both the FF Mig29 Fulcrum (First instance) and the FC Mig29A. This highlights the behaviour expected; FC Mig29A utilises Smoke On/Off bind bound to my Hotas, and as stated above new version utilising "Missile Trigger - Fire". Regards. PC Hater Fulcrum-SmokeNotOff.trk
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- smokewinders
- mig29a fulcrum
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Demo module KIOWA has wrong skin path and also wrong buy link. Here is the content of "Eagle Dynamics\DCS World\DemoMods\aircraft\OH-58D\entry.lua: local self_ID = "OH-58D Kiowa Warrior by Polychop-Simulations" declare_plugin(self_ID, { installed = true, dirName = current_mod_path, displayName = _("OH-58D(R)"), version = "16.12.24", --__DCS_VERSION__, registryPath = "Eagle Dynamics\\OH58D", state = "sale", info = _("OH-58D Kiowa Warrior by Polychop-Simulations"), linkBuy = { ED = "https://www.digitalcombatsimulator.com/en/shop/modules/gazelle/", }, Skins = { { name = "OH58D", dir = "Skins/1" }, }, }) plugin_done() Skins.dir must be "Skins" instead of "Skins/1". And linkBuy.ED must be "https://www.digitalcombatsimulator.com/en/shop/modules/kiowa/" instead of "https://www.digitalcombatsimulator.com/en/shop/modules/gazelle/".
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While editing a cockpit familiarization mission, I became aware that the battery run out after 15 minutes of operation when the main engine is off. The manual of the real aircraft says that the endurance should be at least half hour (mentioned on the Generator failure section). If I connect external electric power, then the battery does not run out, however, the aircraft seems unable to operate with just Ground Power, the battery switch has to be at ON at all times. This does not correspond to what the manual of the real aircraft says: "Power may be supplied by one of three sources: the 75A Generator, the 24V 17 Ah battery, or the external power receptacle".
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Civilian airplanes cannot be placed with waypoint 'Takeoff from ramp'. The error pop-up mesage reads "error set to airfield. No free airport." I tried this with A330, A320, while KC-135 and E-3A work perfectly. Additionally, AI traffic does not land on Bodo. Instead they divert to Andoya. This was tested with F-18, F-15 and F-16.
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Hello everyone, Tracks are attached. Same scenario - 24 launched BGM-109 from 4 ships coming towards SA-22/SA-15. SA-22 does look like it can't track them properly and basically switching from one to another. SA-15 is capable to shoot 4 missiles simultaneously. SA-22 according to official public sources must do the same. But it rarely shoot 2 at the same time. Another problem - should skill level affect automated systems like SA-15/-22? There is a difference between amount of time between launches and amount of targets attacked. E.g., "average" Tor-M2 managed to launch only 3 missiles simultaneously. Can you please check this? Kind regards. sa22__excellent_4thts.trk torm2__excellent_4thts.trk
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I tested this on Syria and Germany Cold War (Ugra Media Maps) and Caucasus and Kola (non ugra media) for reference. Some static units like fireengines and fueltrucks appear invisible on ugra media maps becides beeing correctly linked to the carrier. Result on Caucasus and Kola map: The fireenigine is shown as linked to the carrier on the F10 map but is invisible on the ugra media maps. On non ugra media maps like Caucasus and Kola there is no such issue. It would be nice if you could have a look on this one, it should be easy to reproduce. I used empty missions with just the carrier and the fireengine for testing. Result on Syria and Germany CW map:
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- static units
- invisible
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When flying on Germany CW I've noticed the flight path vector and vertical speed indicator are not working correctly. For example sometimes I'd clearly gain altitude while the fpv would still be pointing to the ground. Or I'd enter level flight after take off and the fpv would keep pointing up high. The vsi seems to be in sync with the fpv and incorrect as well. Through_The_Inferno_GER_v1.0.2-20250801-215041.trk
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I noticed this bug in the Hunters Over the Yalu Campaign Mission 11. The Mig-15 AI is set to ace level and randomly crashes itself into the ground at the beginning of the mission when the player flight is taking off. The chance of the AI crashing itself is random as reflying the mission does not always result in the AI crashing. It seems to happen roughly 20 - 30% of the time. Track file and YouTube video of the bug attached. Recorded on DCS 2.9.17.12034. caseyjonesdead.rar
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The keybinds for turning the gunsight light switch on/off and gunsight light intensity +/- do not work.
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Hi everyone, yesterday I was doing a MP mission with some friends and noticed that the FLAKs are not shooting at enemy air units. I got two tracks showing this behaviour either on UK flak or german one. I think this is a bug not reported earlier. thanks TRflak.trk UKflak.trk
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Hi, I was flying with one of my friends in multiplayer and after a loop we did a barrel roll where we collided. but from my perspective I was about 1m under his plane, and from his perspective I was comming from above his plane and hit it going down. Here are 2 videos from our perspective. My perspective: My friend's perspective: This happened about 10min into the flight. I've attached my track if it can help. SVAF NORMAL-20250709-205040.trk
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Approach lighting at Braunschweig is available for 26 and 08, however, they activate backwards. When weather favors 26, the 08 approach lighting turns on. (wind 095 @ 7kts) When weather favors 08, the 26 approach lighting turns on. (wind 260 @ 7kts) Confirmed weather correct via ATC tool and allowing AI to takeoff and land, thus choosing proper runways.
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First half of mission was fine, launch the talds and got the SA8 first time round, then as i circled back, we were getting words for the oil pumps etc a windows box came up (with error chime), was too quick to read but i thought i seen the word "script" or "schedule", then vanished. Me being the naval aviator that i am, i continue... There was no F10 option to tell wingman to attack the targets either (as he was the only one with bombs). So i tried 'wingman 2>attack my target' nothing, then tried 'flight>engage mission & rejoin' to which he broke off, but instead of attacking targets he just started heading south (i think?!) and just kept flying away. asking for rejoin etc had no effect. Then after some time it came up with "tell devil you are unable with F10" so i went to that but "player" just said "engagement complete" and the dialouge played as if i hit the targets (but they were still fine in tgp), wingman still heading south, but he then also said "another gecko popped up near the city". At this point i conceded something was fubar and quit. Tbh, not a fan of the half in built menu for orders and half F10, i just find it confusing and when i use inbuilt orders at the wrong time in earlier missions, it just breaks the wingman, forcing me to quit & restart, i'd suggest going all F10 orders if its not too much work. Sorry didnt get a better look at the error, so may not be much help but wanted to report Otherwise, great campaign, i like the simplicity, i did have to learn the simrate function though haha theres some looong transits
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I noticed this when I started to turn Jester off so I could learn the startup as a whole together. It starts when you arm the pilot's ejection seat. It also goes away when you cycle it too. It's kind of randomly activated by a cycle of the pilot's ejection seat, to make the sounds stop, cycle it until it does. I can't attach the videos but here's links to them. Activating and deactivating the soundfile: https://cdn.discordapp.com/attachments/865742930064965662/908129082997362688/ghostly_arming.mp4 Activation of Jester's ghost: https://cdn.discordapp.com/attachments/865742930064965662/908129291630415882/jesters_vengeful_ghost.mp4
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Can someone help confirm or inform me whether the P-47's ammunition load is correct? I noticed the P-47's firing time seem abit shorter than my experience in other games, so I did a test in singleplayer. The guns (for all 3 variants) last around ~23 seconds with Tacview counting only 2,400 rounds fired instead of the advertised 3,400 rounds. I've attached the tacviews here, but haven't gone round to recording a trackfile (note that Tacview makes no distinction between the variants and label them as "P-47D"). I also used two different belts of the regular '44 (API_M8 in Tacview) and the '44 strafing (APIT_M20). The manual states 425 rounds per gun and a fire rate of 800-900 rpm, which should have between 28-32 seconds total firing time. I suspect there was an error where they mistyped 3 as 2 and causes the missing 1,000 rounds. The fire rate appears to be correct at 800rpm (2400/8 = 300 rounds per gun, 300*60/800 = 22.5 seconds per gun). I would also rule out gun jamming from overheating (if it was even modelled) as it is coincidental for all 8 guns to stop firing at the exact same time and all 3 recording tests counted exactly 2,400 rounds fired. Tacview-20230910-001352-DCS.zip.acmi Tacview-20230910-001249-DCS.zip.acmi Tacview-20230910-001146-DCS.zip.acmi
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Hi, I've experienced this issue at least four times since the last update, and have had my friends experience it separately. We will be playing on a server (at least two different ones where this has occurred), and all clients crash to desktop simultaneously. I've attached numerous log files from myself and my friends I was playing with when this occurred. This has happened across at least two servers now. I've also attached a server log from the dedicated server I use when this occurred. I raised the issue in the Eagle Dynamics / DCS Discord Help Room, and someone identified the following error immediately before the crash occurred: 2025-05-16 21:02:45.079 ALERT APP (Main): Unhandled exception: Attempt to get rate 1 from gun "gun" Given that this error results in numerous clients completely crashing out to desktop, I believe a major issue is at play here, and I would appreciate it being looked into. Thank you, dcs.log-20250516-210230 (3).zip dcs.log-20250508-164318.zip dcs.log-20250511-140605.zip dcs.log-20250516-210256.zip dcs.log-20250517-191005.zip dcs (8).log
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- crash
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Just finished mission 3, and noticed a couple things.. First, on start up, we do radio checks and i can hear wingman, other flights and myself, but nowhere through the departure, does departure actually respond OR if im meant to change freqs it doesnt tell me too, in which case, that would be handy. second, im using PP to drop the JDAMs and i actually played the mission twice, as i ran into an issue i'll cover next, but both times when using co-ords, i follow the bomb with F6 and the trucks are on target, but the other bomb goes to fuel tanks which are already destroyed, and this happened both times, and both times on BDA he says target partially destroyed. Could the co-ordinates in the kneeboard be wrong? Also, as mentioned above, on my first play through when i got to the convoy, now this part im not entirely sure, but he says its south of the target but it seems north? regardless i couldnt find first time through, so i ordered wingman to attack convoy, he said target destroyed, but there was no option for "attack complete", so i headed off, ended up calling winchester as fuel was past joker. Second run i realized we both need to get the convoy and after several units the option for "attack complete comes up, but i guess it wasnt very clear. even after getting 2 trucks myself and wingman got 2, got the message "attack complete, but still scored partially destroyed. cuz it was a bit confusing i ended up abandoning the first run. Lastly, when grabbing a drink on the way back, i got in observation, ordered wingman to tank and he didnt, tried several times, he just went into observation, so i got my fuel and left, i figure hes set to have unlimited anyway, but just thought i'd report it. Also thought it was a bit weird to be tanking inside the corridor especially when clearance is given he says "assigned alttitude" (which is 28) but tankers at 25, but again not entirely sure, this may be SOP? Anyway, hope this helps, may also be user error on my part, there never seems to be enough time to stay "current" these days
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So initially I thought that the FCR elevation UP button was literally unclickable with the cursor on the collective, while elevation DOWN was. I was pretty baffled. But while making recordings, I found that I actually can click on the button, but it's just that the "click box" for the button isn't quite where the arrow is So yes I made a bit of a clickbait title lol, but hopefully it'll get some attention. The reason I discovered this is because when using the FCR I'd prefer to use it as HOCAS as possible, meaning I'm using the cursor to bump the radar elevation up and down. I'm in VR, so it's a hassle to grab my mouse, spin it around until I find the yellow cross, and then lean down and click the button. When I could instead just use the cursor on the collective. Anywhere, here's a video and track showing the issue Apache MPD Cursor Click Issue.trk