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Flight Simulators





  1. As of patch, if carrying external fuel tanks on the (player) F-15C, the KC-135 will not terminate the refueling process once the internal and external tanks are full. Instead, the refueling process continues indefinitely. If no external tanks are carried, the KC-135 will terminate the AAR once the Eagle's internal tanks are full. I have attached one track, 'Refueling_Clean_Normal.trk', highlighting expected behavior once the internal tanks are full, as well as two tracks, 'Refueling_2Bags_Bugged.trk' and 'Refueling_3Bags_Bugged.trk', which show the failure to terminate the refueling process when external fuel tanks are present. All tracks were recorded on patch Refueling_2Bags_Bugged.trk Refueling_3Bags_Bugged.trk Refueling_Clean_Normal.trk
  2. For 40 minutes (yes, I timed it). Intermittent. Patch "". Clean install. Starting the game and offline, no problem. Have to kill it with Task Master.
  3. 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
  4. 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
  5. 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 Stable and DCS 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.
  6. Hear is a vidio of me showcasing the problem. You cant comferm a tv fix in SPA + Mål mode
  7. 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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
  8. 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
  9. 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
  10. Hi, Here my Specs : Version : DCS Open Beta 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) :
  11. 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 Open Beta (recorded track) DCS 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
  12. Quoting old thread: Ground Power is for starter, what I always assumed, makes perfect sense. But ... I've noticed many times, engine refuse to turn over, battery seems low, after repairs. Connecting Ground Power doesn't help. So I did a simple experiment with P-51 and with Spitfire (Summer +20'C). 1) Spawn "Takeoff from runway" (This assured engine temp/oil pressure was up, no damaging engine by turning over cold) 2) Shut off magnetos (engine stops) 3) Spun the starter until battery drained (prop stopped moving) 4) Attached Ground Power and attempted to start. P-51 started (as it should). Spitfire prop didn't turn over at all (voltmeter showed 5V (down from initial 14/15V), whatever that means *1) If Ground Power is for starting, which again makes perfect sense, then this is a simple well defined bug. Ground Power should power the starter in an undamaged aeroplane. *1) Would ground power really bypass the voltmeter? If it does, be that as it may, the important point here is that ground power doesn't power the starter.
  13. Started trying Su-33 carrier landing /takeoff today. Seems I've had 1 random explosion just taxiing and 2 random damage, one parked and one taxiing. Is this a known thing? Edit/add: Make that 3 random damage. One more just taxiing.
  14. 1) These Controls are interchanged. How they list in Controls tab: RShift + B controls "Emergency By-Pass" and RCtrl + B controls "Deluter" They're inverted. ~ 2) Oxygen is not replenished by refuel/rearming. The only way to replenish oxygen is by doing a repair. 3) There is no way to shut off oxygen completely (to save it).
  15. What is the logic that DCS uses to determine the active runway? Is it generic or do individual airfields have different logic? We were flying on Persian Gulf with the wind 010 and 2m/s which, based on wind, should mean Runwas 31L/R are active. This is what the humans ATCs were using, it is what DATIS and OverlordBot were reporting. However the in-game airfield ILS was only active on runways 13. Is this a bug or does DCS use more than just wind heading to determine the active. Man it sure would be nice to have an `Airfield.getActiveRunways` or `Airfield.getActiveRunwayHeading` API
  16. A little amusing bug. On repair Spitfire gets moved to tail wheel outside deck position. Proposed cause: (Nose wheeled) carrier jets gets pushed back to main wheels near deck edge. Very short track: -Air start -Belly land -Repair Track 100% default installation, no mods (main folder repaired, forced new Saved_Games folder). ed/add. Though I can (once at least) start engine, pull fully onto deck and even take off, plane is damaged. It takes damage after every repair when rear fuselage hits deck.
  17. Link this inside a top sticky in every bug report forum: https://forums.eagle.ru/showthread.php?t=147710 Make it easily available. Even though I had bookmarked it, I forgot where to find it or even having bookmarked it.
  18. Key command to open fuel valve (Ralt + F) closes it (pulled out) and key command to close (Rwin + F) opens it (pushed in). Couldn't get the engine started until I saw on a video that the lever is pushed in when opened, not pulled out (which makes more sense practically, out of the way for the pilot). The only bug here is the wording in the ADJUST CONTROLS window. Switch Open & Close.
  19. Engine breaks immediately after repair because of bounce. This happens a lot. Every 3rd repair maybe (just a guess). I finally noticed more precisely what happens. 1) Start Repair. Spitfire is raised straight up. 2) Fuselage gets angled tail down, nose upwards 3) When Spitfire is lowered after repair, tail wheel goes underground 4) Because tail wheel is underground tail shoots up like a rocket. 5) Propeller hits ground and breaks, engine also broken. If no 2), the fuselage re-angling tail down didn't happen and Spitfire was just lowered straight down, the bounce wouldn't happen and propeller wouldn't break. Video recorded of offline track. Easy to recreate I think. Happened twice in a row, first attempts. Spawn CW Batumi RWY, stand on brakes, powerup and let it nose over. Repair.
  20. My force feedback joystick works totally fine when I play using my monitor, but I get no force feedback at all in VR. I've tried multiple aircraft - no difference. I found a Reddit thread where others were having the same problem (https://www.reddit.com/r/hoggit/comments/a6amfx/no_force_feedback_while_in_vr_vive/), and someone found a solution for the Steam version of DCS: make sure DCS and SteamVR are closed; then launch SteamVR, and then DCS (in that order). This solution is a little annoying, but works perfectly for me with the Steam version. However, I recently switched to the standalone DCS version (so that I'll be able to take advantage of ED Miles), and I haven't found any way to get force feedback working while in VR with the standalone version (I don't think I can launch standalone DCS from SteamVR?). If anyone knows a workaround, I'm all ears! But would be good to address this bug so force feedback works in VR regardless. I'm using a Microsoft SideWinder Force Feedback 2 joystick and a Samsung Odyssey+. DxDiag.txt dcs.log.zip
  21. At 9:57 the pneumatic hiss is very audible in this real Mk9.
  22. Just discovered that they exist and works as advertised. Can light them individually and the jettison button works. Problem is the only way to get them is to set a checkmark in the Mission Editor. But then, if used, they do not "come back" either by rearming or even after repair. Of course they should be reloaded on rearm, just brakechutes gets "repacked" on rearm. Will put this "bug" forum shortly unless someone tells me I'm wrong.
  23. Since update has been installed, when you open ME and set "Ground Attack" as main task the options of "Start Enroute task" menu in Advanced Waypoint Actions have been missing for every plane type.
  24. Just discovered that they exist and works as advertised. Can light them individually and the jettison button works. Problem is the only way to get them is to set a checkmark in the Mission Editor. But then, if used, they do not "come back" either by rearming or even after repair. Of course they should be reloaded on rearm, just like brakechutes gets "repacked" on rearm.
  25. I am reporting the following bugs and issues with the Christen Eagle II, currently on DCS Open Beta: a) An audio glitch sounding like a buzz saw can be heard when clicking the hotas buttons (or keyboard keys) assigned to: Canopy Open and Canopy Close Canopy Lock and Canopy Unlock Radio channel switch and Radio flip flop switch Accelerometer reset b) Both cockpit lights are unassignable in the controls. c) The Aerobatic Sight Device's upwards movement isn't limited by it's physical limits. Although the model doesn't move more than it should, when adjusting down after extending upwards past the limit will result in a delay before it actually moves. The delay is longer, the longer it moves virtually past it's upper limit. d) Fuse On/Off binding only turns the Fuse On. Doesn't revert to Off. e) Assigning the following commands (Radio On, Radio Mhz +) to the Thrustmaster T16000M Throttle Button 7 doesn't do anything. However assigning to another button works. Also, Assigning the Radio Khz + or Volume + to that button works properly too. It would be great if @-Rudel-, someone from Leatherneck or ED could check this issues. Thank you!
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