Search the Community
Showing results for tags 'bug report'.
-
I am reporting the following bugs and issues with the Christen Eagle II, currently on DCS 2.5.6.58125 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!
-
Entering multiplayer server gets stuck at "Net Sim Post Start"
-0303- posted a topic in General Bugs
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.- 57 replies
-
- bug
- bug report
-
(and 1 more)
Tagged with:
-
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.
- 26 replies
-
- cvn-74 john c. stennis
- bug report
-
(and 6 more)
Tagged with:
-
The problem described in the linked topic is still happening in the latest open beta of DCS. The F-5s Tacan just seems to freeze randomly after a while and needs to be reset by turning the Tacan off and back on, otherwise the needles just won't move anymore.
-
Runways reported by lua using the airbase class function getRunways() returns a table of data for runways - most of this information is correct, except for length. Length is off for almost every single runway, except al mansurah 35/17 (which is only off by 20m, good enough for me, its functionally correct, and looks it on the map at a glance if used for marking the strip) Lengths are not off by a lot, it varies. Some are only off by about 100m, others off by closer to 400m. not a particularly severe bug, the lengths are all 'close enough' but for those of us that use that data to mark runways on the map, for various lua functions, etc.. its imperfect. Looks like a simple oversight of a placeholder slipping in, as many are sharing the same numbers for length. Possibly just unfinished? low priority bug for sure.
-
At 9:57 the pneumatic hiss is very audible in this real Mk9.
- 13 replies
-
- bug report
- sounds
-
(and 4 more)
Tagged with:
-
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
- 13 replies
-
- log file
- artificial horizon
-
(and 4 more)
Tagged with:
-
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
-
Hear is a vidio of me showcasing the problem. You cant comferm a tv fix in SPA + Mål mode
- 16 replies
-
- bug
- bug report
-
(and 5 more)
Tagged with:
-
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) :
-
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
- 2 replies
-
- bug report
- ajs-37
-
(and 1 more)
Tagged with:
-
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.
- 9 replies
-
- bug
- bug report
-
(and 4 more)
Tagged with:
-
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
-
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.
-
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.
- 4 replies
-
- 1
-
- bugs
- bug report
-
(and 1 more)
Tagged with:
-
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
-
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
- 22 replies
-
- mi24
- bug report
-
(and 3 more)
Tagged with:
-
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 replies
-
- bug report
- mission editor
-
(and 1 more)
Tagged with:
-
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 replies
-
- screen resolution
- 1920x1080
- (and 9 more)
-
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
-
Since update 2.5.6.59625.1 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.
- 1 reply
-
- mission editor
- advanced waypoint actions
-
(and 1 more)
Tagged with:
-
Hello all. I recently started creating a mission intended for MP use. I just started the first stages of testing out its operation and I noticed that all the SAM sites I have placed around the map appear on the F16C MFD. I have carefully gone through all my units on the mission and ensured that all the intended sites have Hidden on MFD checked as well as Hidden on Mission Planner yet they all appear. I have also selected some of these locations as Late Activation and they also appear to the F16C MFD. I have not tested this on other air craft yet.