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  1. Good day all! After a few hours spent in the corsair, I've encountered a pretty annoying issue. If you have the parking brake binding- (one switch for on, one switch for off) it seems to bug out your toe brake bindings. This only happened when I was on deck on the essex, i did not get the issue on land. it went as follows- I landed, taxied forward to the bow, set the parking brake, re-fuel, then when i turned off the parking brake and started rolling to taxi- back, I was unable to diff brake turn, unable to brake at all- looked at my pedals and they were twitching when i pressed my binds for brakes. I went into my controls, pressed the brake bind i had set (did not change or remove the bind, just simply pressed to make sure it was still bound) and suddenly the brakes worked again. So i set the parking brake back on to try again, and the same issue occurs. conditions to test and see if u have same issue- 1) be on essex carrier deck. 2) have left, right, and both brakes bound ( i dont have an axis so i use HOTAS buttons fir L/R and a paddle for both) 3) Have the parking on/off set on a two way switch (up turns the parking brake on, down turns it off- no middle position) 4) turn on park brake, then turn off park brake and attempt to use toe brake binds- you'll notice they will twitch and not actually deppress. 5) you can get the brakes working again by opening the binds menu and pressing the keybinds you had set. Thank you Magnitude 3 for your hard work, i hope you can take this bug down and keep it in mind.
  2. Update, rewrote this entirely. Bug more than cosmetic. Distance & direction shown top screen is wrong after applying Ruler when game resolution differs from monitor resolution. Found other additional (minor cosmetic?) bug: Fullscreen moving cursor F10 map show wrong elevation and N E position. Five images (a, b, c ,d, e) to illustrate. Game resolution 1280x768 (lowest possible). Ruler between center runway Senaki to center runway Nalchik. a) Game in window works correct (1280x768 game inside 1920x1080 monitor resolution). Distance & direction correct (red circled top screen and Ruler). b) [LAlt + Return] to fullscreen monitor resolution (1920x1080). Cursor is hovering Nalchik center runway (red arrow). Ruler not drawing correctly (green arrow). Distance & direction incorrect (red circled top screen and Ruler). Should (still) be distance 104 nm and direction (HDG) 35 degrees. c) After rightclick center Nalchik. Distance & direction top screen and Ruler are different (red circled). Distance & direction shown on Ruler is correct. Distance & direction top screen is wrong. Image d) and e). The additional bug. While moving cursor over F10 map elevation and position (up left corner) differs between game-in-window and game fullscreen. Cursor position at red arrow. Position: Imagine lines crossing Gudauta due south & Kobuleti due west. d) game-in-window and e) game fullscreen. 5698 feet sea level? Position N and E also differs. d) in-game-window shows correct e) Elevation and position N E differs. Clean install, clean Saved Games yada yada. Used Training > TF-51D > Takeoff Solo Practice to take images. Closely related also annoying bug.
  3. Hi, Here my Specs : Version : DCS Open Beta 2.7.6.13436 Graphics: Ultra with RTX3060Ti VR : Oculus Rift CV1 Tested Modules : M2000C / F5-E Terrain: Caucasus (Vaziani) Wheather : Winter, sunny in the morning (10:30 am) Description : Bird on the taxiway, i turn my head aside and then the plane's shadow appear. When I recenter my head, then the plane's shadow disapear. I always play in VR and i can't remember if i've ever seen it but it seems that is the first time because it is a very visible effect (eye attracted) :
  4. During a constant g load when passing the vertical the g meter will either add or subtract one g. This is incorrect because the vector addition of g from earth's gravitational field should follow the sin of the pitch angle not add or subtract g depending on passing the vertical. The vector of g is [sin pitch, cos pitch]. Just to be clear I am not referring to the induced g load on aircraft which is of course contingent on the radius of the turn and the velocity of the aircraft, but specifically the gauge should not instantly drop 1g upon passing the vertical effect of the gravitational field on the g meter
  5. MFD symbology is improperly masked and can jump outside the MFD at high pitch. https://imgur.com/1pAYrmJ https://imgur.com/GiPU3zQ https://imgur.com/lgKRA6U
  6. Hear is a vidio of me showcasing the problem. You cant comferm a tv fix in SPA + Mål mode
  7. Hi guys, A little confused here. The hind seems to be munching my FPS like crazy, with most modules i get 50/60FPS with decent settings, but with the hind I am barely getting 30! Any ideas whats going on? any settings I can look at to smooth it out? See my settings below. MSI z16 laptop with 3060 32gb ram I7 11800H
  8. Changing the radio frequency of the KC-130 via mission editor is not working. How to reproduce: - Place KC-130 - add waypoint with the command to change radio frequency - try to reach the KC-130 via radio from an other plane. You will recognize that changing radio frequency is not working.
  9. Attached is a track file and a debrief log that demonstrate the bug: Fly a mission and crash intentionally (or unintentionally). Then press Left-Alt-B to bring up the briefing window. Then press fly. You will find yourself in a new plane as if nothing happened. In the attached track I did it several times in a row. I first discovered this when running a Campaign mission where the spawn caused me to attain mission success (apparently because I killed some enemy defenses when I crashed) where return to base was part of mission success. But of course spawning a new plane shouldn't count! mission.log Mission.trk
  10. At 9:57 the pneumatic hiss is very audible in this real Mk9.
  11. I found these floating generators at a military site just east of the Latakia airport (Located in grid BV22, fairly exact coordinates can be seen in the picture below). Just to be clear I did not place these, in fact I haven't placed any generators at all on this mission. They are map objects baked into the map itself, at least as far as I can tell. They're not really a massive deal as they don't seem to actually interfere with anything. They are just really harshing my vibe and I felt it was best to report them. Below Ive included a picture of them as well as the mission file I'm using where they can be found. Mi-24P - Campaign One (Pre-Release).miz
  12. For 40 minutes (yes, I timed it). Intermittent. Patch "2.7.2.7910.1". Clean install. Starting the game and offline, no problem. Have to kill it with Task Master.
  13. The Artificial Horizon is very often badly out of whack (henceforth "wrong"), as many have noted. A little surprised that despite really trying (loop, roll ...) I have yet to find a quick way to get it "wrong". I'd love to make a short track but I couldn't. Interestingly, one real Mk IX (see film), messes up it's horizon anytime it rolls and then takes 9 minutes to self correct. Two things. DCS Spitfire horizon does not get "wrong" on rolling and it never self corrects (at least not in 80 minutes). Anyway, after 50 minutes, I manage to make it wrong by doing "donuts" and then finally I could do the test I set out to do: 1) Parked on runway, RPM 2200 (to provide suction) for 40 minutes+, horizon does not not self correct. 2) Fly plain and level for 40 minutes+, horizon is not self correcting. Note1, the 50 minutes Batumi - Soochi were flown straight and level to see if it would get wrong spontaneously. It didn't) Note2, I found the behavior after it's "wrong" weird. If I turn, in the air or on the rwy, I can get the horizon "right" again) Real life video references. 1) Hadley, Spitfire MK IX. https://youtu.be/Njjl_smtMoQ Within the first 40 sec, one can visually see the horizon creep in self correcting while on the ground. 2) Spitfire Mk IX crossing the channel. https://youtu.be/O-_AwgYxUW0 At 17:01 it rolls. Horizon gets instantly wrong. Watching from 18:06 (film cut) horizon is 90 degrees wrong. After 7 min (25:00) it's corrected itself in roll axis and after 2 more minutes it corrected itself in pitch axis too (total 9 min to completely self correct). The real Mk IX, in the film, rolls twice (at least), at 17:01 and at 27:15 (31:40, 32:40, 37:50, 38:47, 39:08, 39:40). Both (all) times the horizon gets instantly screwed up. Seems any roll always messes up the horizon in the real thing. In DCS it does not. Anyone so inclined can fast forward my track to the end (~10:24 [F2] time) to quickly verify non straight horizon is not just me.By [F2] time, I mean the lower right corner clock. ~ Track timestamps ([F2] view) to fast forward to: 8:00:00 Takeoff Batumi. 8:49:30 Full stop Soochi, horizon still good. Repair (nothing) Refuel. 8:52:00 Start donuts. Horizon gets "wrong". 8:59:15 - 9:42:15 Parked runway, horizon "wrong", RPM 2200 for 40+ min. Observe horizon not correcting. 9:43:40 - 10:25:12 Takeoff, course 270 (gyro) fly plain & level 40+ min. Horizon not correcting. Installation completely kosher, no mods no nothing. DCS 2.7.6.12852 Open Beta (recorded track) DCS 2.7.6.13133 Open Beta (replay) Intel Core i7 3630QM @ 2.40GHz (Max Turbo 3.40 GHz) 16.0GB Dual-Channel DDR3 @ 798MHz 2047MB NVIDIA GeForce GT 635M 447GB KINGSTON SA400S37480G (SATA-2 (SSD)) (~ 9:43:40) Soochi takeoff. Horizon "wrong" (10:23:40) After 40 min+ flight plain and level . Horizon still "wrong". spitfire_horizon_v2.trk
  14. When a DCS server fails to authenticate with the central DCS authentication servers and is displaying the modal window indicating that fact; DCS will max a single CPU core in the background. Below you can see a server which failed to login on restart and was not reset for 3 or so hours and the effect it had.
  15. This behaviour was observed in our MP session today on both the F-16 and the F-18. The replication instructions below are for the F-18. Start with an F-18 with a TGP (I was using the Lightning). 1. Create a waypoint, hereafter referenced as WP1. 2. Take-off. Turn on Radar and TGP and wait for warm-up. 3. Enter A/G mode. Have the TGP on one MFD and the Radar on another. 4. Waypoint Designate WP1 The status as this point is that WP1 is designated and both the TGP and Ground Radar are slaved to it. 5. Select the Radar and move the Designation Cross to a new point 500 meters west of WP1. I am calling this poing AP1 (Aim Point 1). At this point the TGP will now be pointing at AP1. However the radar's Designation Cross does not move and is still pointing at WP1. These two sensors are now desynced by 500 meters. 5. Select the Radar and move the Designation Cross (Which is still on WP1) to a new point 500 meters west of WP1. I am calling this poing AP2 (Aim Point 2). AP1 and AP2 should be the same offset from WP1, given the wierd current logic, and the TGP and Radar should both be looking at this location if they were synced. However in reality At this point is: * The Radar Designation Cross has snapped back on WP1. * The TGP is now looking at a point 500 meters west of AP1/2 because when we slew the radar based on an offset of WP1 the TGP will slew the same amount but from AP1 instead of WP1. If we drop a bomb at this point it will hit WP1. So there are two bugs here. A. The Ground Radar Designation Cross snaps back to the Waypoint and targetting systems will use this as the drop point for things like bombs in CCRP. B. The TGP does not stay slaved to the Desicnation Cross. Things not tested: * What happens if you switch to the TGP, does the Radar Designation Cross start following the TGP? Properly or using the wrong base offset?
  16. Hello, VR user (don't know if that has anything to do with this or not). I am seeing spontanious SD-10 launches as I click around the cockpit performing non related functions. It's happened as I select a new Wp VIA the UFC, it's happened while scaling the right MFD VIA button press (versus joystick bind) and it's happened as I sat satisfied with myself in transit to the objective doing......nothing. Am I off my rocker? My VR hand controler isnt active unless I grab it, so I don't think it's inadventant/mistaken hand controller input as I am unaware there is another way to fire SD-10's other than the mapped joystick button. Off my rocker or known issue?
  17. There are so many problems with the countermeasures on the mirage right now. 1- The plane in-game right now, does not need to mount the éclair pod to carry more than 16 flares. this is clearly a bug, éclair does nothing but add weight at the moment. (also flares will never visually come out of the éclair straight down. they always come from the fuselage launchers no matter how many you load on the plane) 2- If you select 112 chaff + 48 flares on the load-out or rearming page, you only get 42 flares loaded on the plane. 3- More importantly 48 flares (or 42 for that matter) shouldn't even be possible on the mirage IRL even with éclair pod. It's 16 flares without and 32 flares with the éclair pod IRL. 4- The game will allow you to load 162 flares 0 chaff if you ask. This should be impossible as the SPIRAL dispensers on the fuselage do not allow the much larger flare canisters to be loaded, only chaff is possible in SPIRAL. 32 flares with the éclair is the absolute limit a mirage can carry IRL. 5- The maximum countermeasures count with éclair should be 130 chaff 32 flares. 112 chaff in the spiral and another 18 in the éclair that are missing right now. To sum up: too many flares, missing chaff from the éclair, éclair is broken, spiral should not be able to load flares. It's very strange to me that these mistakes are in the game as the 3D models of the plane and the éclair pod literally allow you to count the countermeasures that they carry visually. In my opinion, countermeasures on the mirage should be on or off. either you load them full or you don't load any. there is no need for a slider like US and RUS jets. the mirage has dedicated launchers for both type that cannot be mixed. even the éclair does not allow you to choose what it carries IRL as you can see in the picture (EM is chaff IR1 and IR2 are for flares). it's either on the plane with 16 flares 18 chaff or it's not.
  18. The MiG-29G HUD displays distance to the next waypoint in kilometers, although the speed and altitude on the HUD are in knots and feet, respectively. However, the HSI waypoint distance indicator, which is labeled "KM", displays the distance in nautical miles. This is pretty confusing, and I suspect incorrect - the book Luftwaffe Fulcrums: The MiG 29 - From the East German People's Army to the Luftwaffe says that the indication of all instruments was changed to feet, miles, and knots as part of the upgrade from MiG-29A/UB to MiG-29G/GT when the MiG-29s transitioned from East German to Luftwaffe service. If that's true, many other cockpit indications in our MiG-29G should also be changed, but the waypoint distance is the most confusing since the HUD and HSI disagree and the HSI is mislabeled. The radar range, target range, and target elevation are also given in kilometers, which is confusing because the units for these aren't indicated, so it's not apparent what they are. My understanding from that book is that these should be in Western units instead (which would be more intuitive since it would be congruous with the other HUD indications); if so, that should be changed, and ideally mentioned in the FC3 MiG-29 manual to avoid the ambiguity. Here's a screenshot to illustrate - the HUD reads 18.5 (km) and the HSI reads 10 (nm):
  19. English: Hello Everyone, I'm NF2, Main Mission Editor of the Rising Squall Campaign. Here we're going to release the bugs and questions list we've collected about the mission through various channels, as well as their feedback. As this campaign adopts some innovative production methods, I am also worried about the problems caused by the changes of the game version. We expect to minimize the number of bugs in the campaign, and hope to eradicate the problem of "Stay at a some level and cannot continue the game", which often occurs in campaign of DCS. We also recommend that you try various "possible" or "impossible" game methods to help us improve the "robust" of the missions. Please attach TRK files or TACVIEW files (highly recommended) when describing your problem, so that we can analyze the problem. You can submit your problems to us through forum, email and other ways. Thank you for choosing our campaign. And look forward to our future opus. 中文(概要): 如果你需要提交BUG,建议附上 TRK 或者 TACVIEW 文件(强烈推荐),以便我们可以追踪查询问题。 Date of collection (收集日期) Priority (优先级) Description (问题描述) Resolvent (解决方案) State (状态) 2021/1/31 Improvement and optimization (改进与优化) M00: A change based on the future. 一个未来计划的改动 Update by DCS 2.7 ver 2021/1/31 Improvement and optimization (改进与优化) Add "watch plot animation" tips for each Mission. 为每个任务增加一个观看动画的提示 WIP 2021/1/31 No impact on the process (不影响游戏流程) M05: When the task is finished, a long conversation in Bishop has a conflicts. 任务结束时,Bishop 的一句长对话出现了冲突。 Need to adjust the conversation time 调整对话时间 Need Check 2021/1/31 Improvement and optimization (改进与优化) M07: When MIG-29 appears, a prompt needs to be added to show that the planes are not hostile. 当 Mig29 出现时,需要一个提示说明它们不是敌机。 WIP 2021/1/31 Improvement and optimization (改进与优化) M07: It is suggested that the rhythm of the music be adjusted after the end of the air combat and reduce the tension. 建议在空战部分结束后降低音乐的紧张感。 Re-edit the music No Guarantee 2021/1/31 No impact on the process (不影响游戏流程) M09: The "mission success" tips is Chinese 英文版中任务结束提示为中文。 There are two duplicate Tips, one of which is wrong and remove. 有两个重复的提示,删除了其中一个错误的。 FIXED OpenBeta 2.5.6.61527 2021/1/31 No impact on the process (不影响游戏流程) M06: It's too late for smoke signs and flares to appear at the target airport. 降落机场的烟雾和信号弹出现时机太迟 Adjust and shorten the trigger effective time. 调整了时间。 FIXED OpenBeta 2.5.6.61527 2021/1/31 No impact on the process (不影响游戏流程) M09: When Reef's Convoy was destroyed, part of the follow-up plot still played, leading to dialogue conflict. 当 Reef 的车队被摧毁时,一些后续剧情对话仍然被激活,导致一些对话冲突。 Add the judgment of mission failure to prohibit the follow-up plot. 增加一个判定以便任务失败时不再推进剧情。 FIXED OpenBeta 2.5.6.61527 2021/1/31 Frustrated with the game (对任务产生挫折) M04: When the mission is completed, landing to the carrier, it will accidentally activate a group of enemy aircraft that should not exist, leading to mission failure. 一组意外的飞机在降落航母时被激活,导致任务失败。 need to add a decision to avoid activating the problem planes after the player takes off. 增加一个判定以在起飞后不再激活那组问题飞机 FIXED OpenBeta 2.5.6.61527 2021/1/31 Improvement and optimization (改进与优化) M11: Add Tips for way-point number of the base. 增加返回基地的导航点提示 FIXED OpenBeta 2.5.6.61527 2021/1/31 Improvement and optimization (改进与优化) M11: Add a Tips for remaining number of target bombers. 增加目标轰炸机剩余数量提示 WIP 2021/1/31 No impact on the process (不影响游戏流程) M12: Conflict of "last warning" dialogue in Aegis-3. 主角的“上来就是最后一次警告”这句对话有冲突 Trigger conditions have been adjusted 调整对话时间 FIXED OpenBeta 2.5.6.61527 2021/1/31 No impact on the process (不影响游戏流程) M12: Lose liveries for Aegis-2 “revolution”. Aegis-2 在反叛后缺少涂装。 FIXED OpenBeta 2.5.6.61527 2021/1/31 No impact on the process (不影响游戏流程) VR perspective and TrackIR do not work properly in some missions. VR 与 TrackIR 在某些任务中视角不正常。 It may have something to do with the Trk file of ED. Need confirmed. 推测是预录制动画的原因。 Update by DCS 2.7 ver 2021/1/31 Improvement and optimization (改进与优化) M05: The prompt of joining Aeigs1 formation at the beginning of the mission is not clear enough. 任务开始时需要与Aegis-1会合的提示不明确。 FIXED OpenBeta 2.5.6.61527 2021/1/31 No impact on the process (不影响游戏流程) VR binocular settings need to be turned on by default. 预录制动画需要打开VR的双眼渲染 Update by DCS 2.7 ver 2021/2/1 No impact on the process(不影响游戏流程) M02: After the checkpoint is executed, the waypoint is different from the dialog. 检查点执行后的路径点名字与对话有差异 Correct 2021/2/1 Improvement and optimization (改进与优化) M04: (and CP)Remove the gunboats around the CVN 移除航母周围的“炮艇” Use invisible static objects instead 使用隐身物体 No Guarantee 2021/2/1 Frustrated with the game (对任务产生挫折) M04 NoSC: The wrong version of the game file causes the wingman not to follow the player in the task, and triggers the victory condition ahead of time. 检查点文件是错误的 Need to upload the latest file again. 重新更新了一次 FIXED OpenBeta 2.5.6.61527 2021/2/1 No impact on the process (不影响游戏流程) M01: A dialogue for aegis-4 has been conflict Aegis4 的一句对话冲突了 Change trigger timer 调整时间 FIXED OpenBeta 2.5.6.61527 2021/2/2 Frustrated with the game (对任务产生挫折) M10: Miss BGM when push WP2 过 WP2 后丢失 BGM。 FIXED OpenBeta 2.5.6.61527 2021/2/2 No impact on the process (不影响游戏流程) M10: Task of Yard need more detailed tips 堆场任务目标提示增加 FIXED OpenBeta 2.5.6.61527 2021/2/2 Improvement and optimization (改进与优化) The function of custom label 定制标签功能 Update by DCS 2.7 ver 2021/2/2 Improvement and optimization (改进与优化) M01: Increase the probability that the target will be displayed on the data link SA page 增加更大的概率让目标显示在SA页面上 Change location of AWACS. 预警机位置更靠前了 FIXED OpenBeta 2.5.6.61527 2021/2/2 Improvement and optimization (改进与优化) M12: After adjusting the threat range of Chainmail flight, they will be more reasonable now. Chainmail 机队的威慑范围被扩大了一些,让他们的反应更合理。 FIXED OpenBeta 2.5.6.61527 2021/2/2 Improvement and optimization (改进与优化) M06: Add checkpoint function before landing. 在降落前添加了一个检查点 FIXED OpenBeta 2.5.6.61527 2021/2/2 No impact on the process (不影响游戏流程) M03: No mission failure conditions. 丢失了任务失败的条件 FIXED OpenBeta 2.5.6.61527 2021/2/2 Improvement and optimization (改进与优化) M10: Reducing the interception probability of air defense system to missile 降低了导弹被拦截的概率 FIXED OpenBeta 2.5.6.61527
  20. Greetings, For some reason the communication menu doesn't show up. Used comm 1, comm 2 keybinds and also the "communication menu" keybind. I tried to use the comm keybinds followed by pressing some number keys just in case it's only a visual bug, but it seems that it's like the keybind doesn't work at all. I changed keybinds but the problem persists and has the same behavior. I should also note that I'm not using any modifiers. Attached is the trackfile. I pressed the comm1 comm2 buttons many times, both on the ground and in the air. I don't know if that helps. If you need the log file as well, tell me to attach it. communication menu not showing.trk
  21. Wrote it in FC3 bug thread but it seems pretty inactive. So I will repeat it here in the module subforum. MiG-29 A/G/S happens in both latest versions DCS 2.5.6.61527.3 Stable and DCS 2.5.6.61527.3 Open Beta Speed indicator (IAS) in cockpit is bugged for me, it always shows 1 instead of blank when under 1000 km/h so now speed reading is 1000 + current and if current speed exceeds 1000 needle just stops. HUD indicator is working properly.
  22. I've had this happen a few times. I will taxi my hornet up to the cat and the crew will just stand there. The request launch in the radio commands doesn't seem to do anything.
  23. If a landing request is made while an AI plane is taxiing to catapult 3, the catapult personnel will clear the area, waiting for the incoming jet to land. This can cause the AI attempting to take off from catapult 3 to get stuck waiting for the flight deck personnel to hook them up and shoot them, but the AI isn't smart enough to realize that it's fouling the landing area, so they just sit there waiting for something to happen, while the planes in the pattern are just burning fuel in wave-off after wave-off. This bug is easiest to catch when a large number of AI are attempting to land and take off from the boat simultaneously.
  24. Hello, I would like to report a bug that I've been experiencing quite often regarding troops embarking into transports. Included are the Track file and Mission file, Here is a video of the setup and bug occurring In addition, if you are able to get the troops to embark while you are in the F10 map, the troop icons do not disappear from the F10 map until you exit and re-enter the map. Thank you! Varial Embark bug.trk Embark bug.miz
  25. Fresh DCS install, no mods whatsoever. Made a 15 sec track. Spitfire is my absolute favorite. What I describe below is new behavior I'm quite certain. This bug is specifically about the electric starter, not the whole starting sequence. Description. 1) Spawn Spitfire on airfield as "Takeoff from ramp". I.e., engine stopped and cold. 2) Flip open start and booster covers 3) Hit starter button and engine turns over. Release starter button. Hit starter button again, propeller doesn't move. This is what my short track shows. Now the weirdness. This only happens when the first starter button press is very short (less than a second). If the first starter button press is longer, say 5 sec, it will not happen. Also, it will only happen once. Meaning, if I "Quit -> Fly again", it will not repeat. The autostart sequence (Right Win + Home) seems to always work when applied after spawn. But ... if autostart is tried after a failed manual attempt (as in the track), autostart will not move the propeller either. Modules: [I-16] [Normandy 1944 Map] [WWII Assets Pack] [Bf 109 K-4 Kurfurst] [UH-1H Huey] [F-86F Sabre] [Flaming Cliffs 3] [Spitfire LF Mk. IX] [P-51D Mustang] Free Mariana map NOT INSTALLED. Version, latest as of today. openbeta/2.7.16.28111/ Downloaded my track (above) and confirmed it runs as described. Spitfire manual start fail.trk
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