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  1. Yesterday (2/20/24) my DCS started crashing upon launch whenever I get to the splash screen. I was going to try out the AITrack and OpenTrack systems to see how well they'd work for me as I can't afford TrackIR yet. After installing them both and setting them up, my DCS began crashing upon launch. I don't think these caused the issue but I don't know for certain because up until that point, it'd been a few days since I launched the game. I completely uninstalled both AITrack and OpenTrack from my computer, but the crash still occurs. I followed all of these steps: https://www.digitalcombatsimulator.com/en/support/faq/repair/ Still happens. I did a complete fresh install of the game. Still happens. This occurs for both the multi-threading and regular versions of the game. I've attached the log :) dcs.log
  2. I have the following events handled (amongst all the others) S_EVENT_PLAYER_ENTER_UNIT S_EVENT_PLAYER_LEAVE_UNIT When I enter the F14, I see a S_EVENT_BIRTH followed by a S_EVENT_PLAYER_ENTER_UNIT. Then I ask my RIO to join in, I get the on-screen allow someone to join dialog (would be nice if this could have a keybinding as finding the mouse pointer esp in VR is a pita) and then I click allow... After a few seconds I get the blue banner saying my RIO has joined, and he confirms he's in the back. Yet NO events fire. Nothing. But when he jumps out, I get the expected S_EVENT_PLAYER_LEAVE_UNIT to fire. Obviously I can't give you a track or anything because you need two people and a multi-crew aircraft to do this, but it's a simple test. Without the S_EVENT_PLAYER_ENTER_UNIT event firing then it's impossible for my Player Manager to work out that they are a backseater and set things up accordingly.
  3. If you try and save it won't save it under it's original name that you loaded. E.G. Create a mission, save it with a name eg. MyMission.miz Fly that mission from the Mission Editor screen. Be in that mission for a minute or two, then hit ESC and then select QUIT. On the after mission screen click MISSION EDITOR. When back in the mission editor notice that the name of the mission has been changed by the sim to 'tempMission.miz' This is a bug.
  4. I'm using the following in my ATIS script local weather = env.mission.weather local cloudCover = api.TUC.GetCloudCoverAsString(false) local cloudBase = api.TUC.MetresToFeet(weather.clouds.base) local thickness = api.TUC.MetresToFeet(weather.clouds.thickness) local visibility = weather.visibility.distance local fogThickness = api.TUC.MetresToFeet(weather.fog.thickness) local fogVisibility = weather.fog.visibility local dustDensity = api.TUC.MetresToFeet(weather.dust_density) Everything looks okay except that the THICKNESS which I'm led to believe from the documentation on hoggitworld is for the lowest cloudbase, ALWAYS reports the same amount of 656ft, regardless of the weather preset used and how thick the cloudbase is to fly through. Am I using this correctly or is this a bug? Cross posted in the Weather System bug list just in case it's not a scripting error.
  5. I am working on a mission and I need an enemy warehouse (made from static units) to be respawnable. Only some of the units that I try to respawn actually do, here is the code I wrote: function rmBaseDamage(baseID) local statics = {} for i = 1,21 do --there is 21 total statics per base local static = StaticObject.getByName(bases[baseID].name.."-"..i) --finds the statics by name statics[#statics+1] = i if static ~= nil then local pos = static:getPosition() heading = math.atan2( pos.x.z, pos.x.x ) local desc = static:getDesc() local groupData = { x = pos.p.x, y = pos.p.z, heading = heading, name = static:getName(), type = desc.typeName, } static:destroy() mist.scheduleFunction(coalition.addStaticObject, {country.id.USA, groupData}, timer.getTime() + 2) else tss.utils.message(""..i) end end tss.utils.message(statics) bases[baseID].damaged = nil end The issue happens on line 4 where I find the units by using StaticObject.getByName. I have checked their name a thousand times, and they are correct, yet still only some of the units respawn. I don't know if its intended that dead units are accessible via StaticObject.getByName, but if it is intended then it doesn't seem to work consistently. For what I can tell, it seems this issue only happens with certain unit types. Almost every truck doesn't work, but most of the structures do respawn fine. null Regardless of it being a bug or not, is there any other way to access and delete dead static objects? Thanks, Dirt
  6. 目前这个问题我只见过两次,一次在VR上,一次在PC上,两次相同的点都是在多人游戏内,我坐在后座且前座有玩家操控的情况。(两次情况不在一个服务器内) VR上的GPU是几乎占满的情况从起飞后一直出现,PC上只有一小会帧数比较低的情况出现。 有一个类似于"未完成或者外部视角的模型"在座舱内反G运动(貌似只会在低过载的情况下出现),消失之后持续出现。并且严重情况下座舱外的F15模型会扭曲。 大概跟前座当时的无限伸长手臂是一个性质。 参考视频链接:https://www.bilibili.com/video/BV15W4y1F7Dj以及https://www.bilibili.com/video/BV1fy421i7VW
  7. As title says. If a moving object (aircraft, carrier/ship, vehicle) has a set of waypoints for it's route, and you select that unit on the F10 map you are able to see them in yellow dashed lines connected by the waypoints, represented by circles with the waypoint number to the right of them. If you have previously selected the object and seen those waypoints, when those waypoints change (via a scripting or mission editor event 'setTask') the new waypoints are NOT DISPLAYED and the old, now irrelevant waypoints remain. This happens even if you resetTask() or popTask() and the either pushTask(newTask) or setTask(newTask). The F10 map never changes the waypoints visible for the object/unit from those very first ones.
  8. When we are in : - Spectator mode - advanced observer - observer - Tactical commander - Gamemaster => You have no player name or id !!!! When you create a marker, you have no display player name on the marker When you use the following functions (for my test, I am alone in the server, in gamemaster "blue") : trigger.action.outText(dump(coalition.getPlayers(0)), 120) --players list for neutral coalition trigger.action.outText(dump(coalition.getPlayers(1)), 120) --players list for red coalition trigger.action.outText(dump(coalition.getPlayers(2)), 120) --players list for blue coalition The gamemaster player does not appear on blue, red or neutral coalition. The 4th line is a tentative to display the author (player name) of the markers with world.getMarkPanels(marker_ids) : "Author "..marker["author"]. It is empty too... How can I get the player name of a gamemaster ? I think it is a bug. Another thing : On the event : S_EVENT_MARK_CHANGE https://wiki.hoggitworld.com/view/DCS_event_mark_change the documentation indicate there is a initiator : Event = { id = 26, idx = number markId, time = Abs time, initiator = Unit, coalition = number coalitionId, groupID = number groupId, text = string markText, pos = vec3 } But when I try to dump the event, there is no "initiator", even If the "initiator" is an active player in an aircraft. On thoses conditions, the only way to have the initiator of a marker is to use world.getMarkPanels() and find the marker to have initiator. (I have made no test for the other event, but I think the initiator is also missing in the event "event_mark_added' and "event_mark_remove) Can we fix it?
  9. I'm using the following in my ATIS script local weather = env.mission.weather local cloudCover = api.TUC.GetCloudCoverAsString(false) local cloudBase = api.TUC.MetresToFeet(weather.clouds.base) local thickness = api.TUC.MetresToFeet(weather.clouds.thickness) local visibility = weather.visibility.distance local fogThickness = api.TUC.MetresToFeet(weather.fog.thickness) local fogVisibility = weather.fog.visibility local dustDensity = api.TUC.MetresToFeet(weather.dust_density) Everything looks okay except that the THICKNESS which I'm led to believe from the documentation on hoggitworld is for the lowest cloudbase, ALWAYS reports the same amount of 656ft, regardless of the weather preset used and how thick the cloudbase is to fly through. Am I using this correctly or is this a bug?
  10. As shown in the video attached, the F5s joystick bindings, specifically the non-axis ones, the inputs seem to "stick". They are acting as if they are continuously being held even after releasing the joystick. This issue only occurred after the 2.9 update. It's hard to see but it's most prominent when you look at the flare/chaff button. You can see that is being held down after using the binding once. The only way to undo it is to reach and click it manually which isn't a realistic option. dfgfdggfd.mp4
  11. 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.
  12. Surely it should trigger S_EVENT_BIRTH or S_EVENT_PLAYER_ENTER_UNIT or even S_EVENT_TOOK_CONTROL? When did this break/change? This is just running a single player mission on my own PC - NO SERVER or MULTIPLAYER is involved. I'm SURE this used to be working a year ago, right?
  13. There is no more rain on the canopy of the Kamov... Can you fix it please?
  14. This will take a while to explain. The TL;DR is that the WinWing PCR's are being automatically bound to the F18 Radar knob, when SimAppPro (SAP) is running in the background DESPITE THERE BEING NO - REPEAT NO - BINDINGS IN DCS!?!?! So I was having a nightmare flying the F18 in DCS (no mods) because the radar knob was spazzing out and going crazy, switching itself off/on/stby/emerg rapidly all the time. It didn't seem to be any particular input - I was just flying not using any buttons or anything. Over the course of 4 days, I ended up obliterating my DCS install folder and SAVED GAMES/DCS folders. I downloaded and reinstalled ALL of DCS (the new unified version - I was previously using open beta so yet another way settings could not have carried over) and all of the modules (took a day). Then I went into the controls on my virgin DCS install and CLEARED ALL - even the keyboard bindings. Literally ZERO bindings for anything on any aircraft. Then I connected my WinWing controls and ran SAP and loaded into an F18 ready on the ramp. And the knob was flicking around on it's own. To repeat ZERO BINDINGS IN DCS. So I went into SAP to see if the panels had any KEY BINDINGS set (you know the profiles people can make and download) and they didn't. It seems that when you have a PCR connected, buttons 16-20 turn the F18 Radar knob without any bindings. If like me you have two PCR's then when you turn one, it moves the F18 knob (despite NO BINDINGS) and then when the controls are polled again it sees a conflict - as both PCR's controlling the F18 radar know are now out of sync and it goes crazy between the two of them. Even if I unplug one from the USB hub and just have one PCR connected, still, with SAP running in the background, regardless of what I've bound the Radar knob on the panel to (e.g. wing fold) it STILL operates the F18 radar knob at the same time, and the knob still spazzes out during flight so that I can't keep the radar on. HOWEVER, if I close SAP before starting DCS, then I don't get the crazy knob, and the new bindings on the panel knob work correctly and don't try and control the F18 radar knob. But this means I lose my MFD's and UFC/ICP's. ***** I've re-downloaded and flashed the two PCR's. I've reset them to defaults. I've triple checked there are no KEY BINDINGS in SAP for either panel. Can anyone think of anything I haven't tried?
  15. After the latest patch in December, carriers have not been working for me at all: In missions containing any carrier, the carrier is simply removed, and if I create a mission in the editor where I spawn on it, as soon as the mission is fully loaded in I die instantly, even before the briefing shows up. I have repaired the entire client twice now, and the problem still persists. Some advice would be greatly appreciated
  16. Abris flickering since the last update. BS3 have same issue than BS2 (an other topic have been create for BS2) : https://forum.dcs.world/uploads/monthly_2023_10/Ka-50ABRISFlickering.mp4.2c8037a22b69a602c2be7043caaeba24.mp4
  17. In the area around Gazipasa and the area between Gazipasa and Incirlik, the ground textures suddenly change and become extremely low resolution. This is a populated part of the map with roads, villages, named towns and electrical grid so the low resolution textures are probably not intentional. See attached pictures. Example of the very jarring texture change, detailed villages and roads can be seen in the "low-res" texture area. The cut-off line where low-res textures begin is marked with red
  18. Dear ED, please take this in good faith and with an intent to problem solving. I'm a relatively new user, and there are issues with custom snap views: 1) Custom Snap Views get 1 sentence on page 49 of the DCS User Manual. Yes, there are YouTube videos. Some of them are even recent enough that some of the suggestions work. This is basic documentation. If it only exists in a feature list but isn't documented, it doesn't exist. (I'm aware that this fails certain Agile approaches, but this is a brief essay on the value of UX/UI in influencing LTV). Recommend striking the "feature" from page 49 of the manual until actual documentation is available. 2) "Cockpit Panel View Toggle" does not work, at least in reference to unofficial sources that show it working in years past. Is this a bug? Who knows? because its function is undocumented in the DCS User Manual and in the manuals for the aircraft I own. 3) Even if the functions for snap views worked empirically as shown in user-produced YouTube videos from 2-5 years ago, this alpha interface should be upgraded with an actual "Save Overlay." See, as one example among thousands, iRacing, which is far from exemplary, but "good enough." This is an hour of developer time (it doesn't have to be pretty). 3a) Is it worth an hour of developer time? That's not for me to estimate, as I don't have enough information. What I can estimate is the likelihood of user churn based on bad UX/UI experiences early in the customer journey. Here's the short version: as a new user, I find the lack of official documentation of snap-view saving a UX and UI disaster to the extent that I can't even assess if the system is bugged, bad, intentionally abandoned, or simply not accessible to new users without considerable time commitment. One might imagine that users purchase DCS products to learn about and fly various aircraft, not to spend hours trying to unpack underdeveloped and undocumented view settings. So, valued content producers at ED, you can Google "churn based on bad UX/UI experiences" and assess for yourselves if this matters at this point in your growth. Looking at your content expansion over the last few years, I think it does. Fewer hurdles to entry are better. The more of us in this together, the better. When you succeed, we all succeed. Thank you for reading.
  19. The other day there was a "Cumulative update" to windows (23H2 i think) and i also recently updated my Nvidia drivers (551.52), but now when i try launch DCS, both normal & mt, the nvidia splash comes up, then the DCS 15 years splash comes up, and then the game just crashes. Ive attached the log file, from "savegames/dcs/logs", but as the game never actually launches, i dont know how helpful it is!! While in there i did notice a "dcs.log.old" file, should i perhaps delete that? i also attached the windows version im now running. Systems a 13700kf, 32gb ddr5, rtx 3090, nvme ssd dcs.log
  20. When controlling the HUD Contrast with keybinds, increasing it turns on the HUD, and decreasing it turns off the HUD.
  21. 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.
  22. This bug is related to the bug with flanker DL, introduced with MT introduction. All airports disappear and even cycling through the selected airport does not help. Attached is the TRK-file demonstrating the issue in all NAV modes. @Flappie@BIGNEWY@BlackPixxel@PVNK@plasma1945 Bug-NAV-Server_1_Operation_Urban_Thunder_V7.4.5-20230520-225219.trk
  23. Every time I play DCS I have to go into the control settings in the UI Layer tab and "Clear Category" for the HP Reverb controller. I use a button on the right VR controller for a control in the Hornet, and by default that same button is bound to VR Zoom, which I do not want. So, I clear the UI Layer category for the HP Reverb controller, and my Hornet keybind remains, and it works fine. The next time I launch DCS, the HP Reverb button is bound to VR Zoom again. So, I go in and clear the UI Layer category again. This has been happening for some number of months now, and it may affect more than the UI Layer controls. I only know the UI layer is affected for sure since that is where the unwanted VR Zoom control is. It is a minor issue, but I wanted to report it so that it is known. Thanks!
  24. P-47 should have 3,400 rounds total, but currently the game only has 2,400 rounds (300 per gun). English manual pg. 46 states 425 rounds per gun with fire rate of 800-890 rpm which should have a firing time of 29-32 seconds, but current it fires for only ~22 seconds. This affects all three variants (D-30 early, D-30, D-40) although only the D-40 is used for the attached report. Attached files contain the following: P-47D-40 gun count 44 strafing.trk - track file of singleplayer mission on Caucasus Tacview-20230921-172412-DCS-P-47D-40 gun count 44 strafing.zip - Tacview file of said mission Screen_230921_172456.jpg - in-game debriefing dcs.log - per requirement for bug report Of note are items #2 and #3, with the Tacview showing exactly 2,400 rounds were fired while the image shows debriefing of firing stops after 22 seconds. Steps to reproduce (formality's sake): Create singleplayer mission with any P-47. In-air or ground start doesn't matter Fly to altitude to prevent ground safety Hold fire button until empty. Note down duration of firing P-47D-40 gun count 44 strafing.trk Tacview-20230921-172412-DCS-P-47D-40 gun count 44 strafing.zip.acmi dcs.log @razo+r made a post in the discussion thread of the game file, which shows the "count = 300," confirming that there is only 300 rounds per gun. Image reattached below, credits to razo+r
  25. Trying out ILS Landings I found that the active runway logic for Mount Pleasant is a bit off. All Tracks where made with 100°/280° METEO wind direction -> runway 28 should be active in all cases since it´s also the ILS runway with 0kts Wind runway 28 is active. with wind from 1-5kts runway 10 is actice with wind greater 5kts runway 28 is active. should be not too hard to fix and also maybe fixes some taxiing problems ( ) so maybe threads can be merged. tracks attached mount_pleasant_runway28.trkmount_pleasant_runway10.trkmount_pleasant_runway28_0_wind.trk
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