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  1. Still not fixed , latest beta Sent from my iPhone using Tapatalk
  2. The following input commands all act as toggle switches, when in fact they should not: Left Console/Throttle Lever/Flight Control: Throttle Idle Detent - IDLE Left Console/Throttle Lever/Flight Control: Throttle Idle Detent - STOP Left Console/Throttle Lever/Flight Control: Throttle Idle Detent - Idle/Stop (2 pos switch) Testing scenario: Bind the STOP command to a button. Every press of the button will toggle the position of the switch. Same for the other two commands. Observed in both C-101EB and C-101CC. I'm using a Thrustmaster HOTAS Warthog throttle. Checked in the latest DCS 2.9.3 and 2.9.1. Expected behavior on button/key press: Throttle Idle Detent - IDLE: When throttle in stop detent, move throttle to idle detent. Otherwise do nothing. Throttle Idle Detent - STOP: When throttle in (or very near) idle detent, move throttle to stop detent. Otherwise do nothing. Throttle Idle Detent - Idle/Stop (2 pos switch): Button pressed: When throttle in (or very near) idle detent, move throttle to stop detent. Otherwise do nothing. Button released: When throttle in stop detent, move throttle to idle detent. The only command that should actually toggle the throttle detent on every key press is: Left Console/Throttle Lever/Flight Control: Throttle Idle Detent Toggle
  3. getDetectedTargets() retains the detected targets and never resets itself. Once it detects a target it will retain it "forever" even if it's way beyond the detection range. I tested it with enum 1, 4 and nil and it's the same. local SAM = "Ground-1-1" local maxRange = 30000 local controller_unit = Unit.getController(Unit.getByName(SAM)) local tDetectedTargets = controller_unit:getDetectedTargets() for i, v in ipairs(tDetectedTargets) do if v then local objName = Object.getName(tDetectedTargets[i].object) if Unit.getByName(objName) then local coal = Unit.getByName(objName):getCoalition() if coal == 2 then local coord1 = Unit.getByName(SAM):getPoint() local coord2 = Unit.getByName(objName):getPoint() local distancia = Distancia(nil, nil, coord1, coord2) if distancia < maxRange then a = 1 else a = 0 end end end end end
  4. When testing the Radar(EWR FuMG-401 Freya LZ) systems in the WW2 Asset pack, I have found that the Radar when using controller.getDetectedTargets never looses the target once the target is captured. This only looses target once Destroyed or de-Spawned. Edit: We've also tested this with Ships, Visual Detection, never seems to loose target.
  5. Hi, The Raven One Campaign seems to be bugged on mission 2. When you start the mission you are asked to do a radio check, I can hear two on comm2 but not on comm1 and later in the missions Texaco also is not audible on comm1 even though it works. The missions as a whole seems to be bugged but I could be doing something wrong since I'm missing this dialogue.
  6. Hi, I recently made a post about how buggy the radios in mission 2 were and with the recent update that has indeed been fixed so thanks for that. There are 2 other bugs however that prevent the mission from progressing. -Once you get to waypoint 1, the dialogue to then go to waypoint 2 and climb to angels 20 doesnt trigger and if it does, it trigger after passing waypoint 2, half way to wp 3. -Once at the tanker, the wingman does not refuel once your done, he instead flies off into the distance and the mission progress cannot progress.
  7. For people that use UltraLeap, the version of LeapC.dll that DCS ships with is incompatible with the version that UltraLeap Gemini ships with. This causes both DCS Leapc.dll and the Ultrleap OpenXR API layer to be active and generally leads to OpenXR failing to initialize at all with XR_ERROR_RUNTIME_FAILURE and a failure of VR to launch. Solution is to copy the Gemini LeapC.dll into DCS's bin and bin-mt directories every time DCS updates, but it would be nice if DCS could ship with the most current version of the DLL instead.
  8. As title say. Really STUPID action can result from this bug, if two tankers fly near by one is low on fuel with "RTB on bingo fuel" but the AI will command to refuel at nearest tanker instead of RTB. Bingo tankBINGO RTB BUG.trker is parasiting on next tanker
  9. Based on a forum search this has been mentioned before but apparently not reported as a bug specifically, so I wanted to raise the issue again. The Aim-7 family in DCS appears to fly straight for 1.5s (-F/M) or 2.0s (-E2) after launch before trying to turn toward the target, which is not correct behavior. More specifically, DCS Aim-7 wings unlock at ~0.5s (this is correct) and the autopilot rolls 45deg (also correct), but then flies straight until the seeker locks on at 1.5s or 2.0s (not correct). To illustrate, I have attached short .trk files for an -E2 and -M launched from the F15C at 15 degrees pitch-up and co-altitude with a target at 15kft. Misalignment between the launching aircraft and the target should trigger an immediate 'English Bias' turn, but the missile does not attempt to correct. For reference the IRL guidance timeline of an Aim-7E is: 0s Start of ejector stroke Motor ignition voltage applied 0.5s Electronic wing unlock Starts roll 45deg (from '+' to 'x' orientation) Starts 'English Bias' turn Antenna pointed toward target 0.5s - 1.5s Normal target lock window 1.5s Proximity fuse armed (DF mode) 2.9s Motor burnout While I think developers probably know this, I want to mention for the sake of the general forum population that 'English Bias' is jargon for the maneuver commanded at launch to correct misalignment between the launching aircraft and the intercept course computed by the fire control radar. The Aim-7's own SARH seeker attempts to lock on during the bias turn, and takes over steering commands whenever it succeeds. The short delay before electronic wing unlock is supposed to be just enough for the missile to clear the nose of the aircraft, un-mask its seeker, and maneuver safely. Unlike in-game, the pilot of the launching aircraft should not see a Sparrow flying straight for any time before suddenly turning toward its target. It will already be starting to turn by the time it is visible. This leads to my question for ED: is English Bias supposed to be included in the missile API but not working currently/yet, or is flying straight until seeker lock-on intended behavior? If 'English Bias' logic is not planned in the near future, can you please consider adjusting the existing delay time to approximate the IRL behavior more closely? A delay of 0.5s or 0.6s would be correct under most conditions, to represent when the missile really starts turning. The seeker will be fully locked before the 1.5s proximity fuse delay regardless, and fusing is what sets the practical minimum range of a Sparrow. SparrowNoBiasE2.trk SparrowNoBiasM.trk
  10. currently ingame, you can uncage the seeker for the AIM-9B by pressing the uncage button enabling you to take lead and off bore shot. this is however is incorrect since uncaging was introduce in AIM-9E. And I believe this problem is specific to F-5 airframe in game here is the track file and reference below 9Buncage.trk
  11. After today's patch I noticed that SA5 has this odd tracking, it starts to 'wiggle wiggle', not gaining speed and miss the target odd_SA5.trk
  12. Shouldn't the fuel shutoff valves on the Mi-24 cut off the fuel supply and shut down the engine ?
  13. There is a rather important mistake in the armament panel of the Mi-24P. With regards to the guided missiles, you are differentiating between Ataka and Shturm. That is wrong, and it brings further confusion to the forums, as well as improper denomination. Shturm (9K114), is the whole complex carried on the Mi-24P that allows firing of either the older Kokon (9M114), or the newer Ataka (9M120) missiles. The name of "Shturm" should be changed to "Kokon", in order to be correct. Just noticed this while looking at it in VR. zerO
  14. Hi, this has been pointed out before, but it seems it has somehow been forgotten...? Anyways, I did not want to necro an old longwinded thread, so here is a new one on the topic. The problem is that the following joystick bindings... {down = 8014, cockpit_device_id = devices.SYSTEMS, name = _("Throttle Idle Detent - Idle/Stop (toggle button)"), category ={_('Left Console'), _('Throttle lever'), _('Flight Control')}}, {down = device_commands.Button_118, up = device_commands.Button_118, cockpit_device_id = devices.SYSTEMS, value_down = 0.0, value_up = 0.5, name = _("Throttle Idle Detent - Idle/Stop (2 pos switch)"), category ={_('Left Console'), _('Throttle lever'), _('Flight Control')}}, {down = device_commands.Button_118, cockpit_device_id = devices.SYSTEMS, value_down = 0.5, name = _("Throttle Idle Detent - Idle"), category ={_('Left Console'), _('Throttle lever'), _('Flight Control')}}, {down = device_commands.Button_118, cockpit_device_id = devices.SYSTEMS, value_down = 0.0, name = _("Throttle Idle Detent - Stop"), category ={_('Left Console'), _('Throttle lever'), _('Flight Control')}}, ...as well as the following keyboard bindings... {combos = {{key = 'Home', reformers = {'RAlt'}}}, down = 8014, cockpit_device_id = devices.SYSTEMS, name = _("Throttle Idle Detent Toggle"), category ={_('Left Console'), _('Throttle lever'), _('Flight Control')}}, {combos = {{key = 'Home', reformers = {'RShift'}}}, down = device_commands.Button_118, cockpit_device_id = devices.SYSTEMS, value_down = 0.5, name = _("Throttle Idle Detent - Idle"), category ={_('Left Console'), _('Throttle lever'), _('Flight Control')}}, {combos = {{key = 'Home', reformers = {'RCtrl'}}}, down = device_commands.Button_118, cockpit_device_id = devices.SYSTEMS, value_down = 0.0, name = _("Throttle Idle Detent - Stop"), category ={_('Left Console'), _('Throttle lever'), _('Flight Control')}}, ...all do exactly the same thing: they all TOGGLE the state of the throttle detent between stop and idle. So no matter if you press RAlt+Home, RShift+Home or RCtrl+Home, you TOGGLE the throttle detent each time. While for the keyboard this is arguably just a small inconvenience / inconsistency, for the joystick bindings it makes it impossible to properly map a hardware throttle detent switch (like in the Thrustmaster Warthog throttle). Yes, you can of course "sync" the thing to the throttle by mouse click if it happens to be inverted, but that defeats the purpose of having the hardware switch in the first place. Can you please have a look at this and finally fix it? FYI, a long time ago there have been command codes 8015 and 8016 that properly set the throttle to stop/idle, but these stopped working (I would guess sometime during 2.7.x). Cheers, F.
  15. Starting this mission causes the application DCS to terminate immediately upon pressing the pause button on the keyboard. I do not understand why this is happening. May be because of lua script functions. Su-25T Перехват безпилотников.miz
  16. I'm not entirely sure if this is a "bug," but it confuses me to say the least. One of the voiceover lines english Petrovich (who is generally awesome, btw!) uses when he misses an ATGM shot is to shout "Missile, MISSILE!" To me, this sounds much more like a warning for an incoming missile than something I'd expect my CPG to say if he misses his own shot. Is this functioning as intended or is this a mistake? Thanks! A simple test mission is attached, including my track file. To replicate simply have Petro shoot at the trucks and fly like a drunken fool so he misses Here's a video demonstration as well: mi24_bugvoice.miz MissileMissile.trk
  17. As per the title. Distant LOD model shows the canvas tilt removed, which suddenly appears once you get closer. A minor issue of course, but I couldn't see it reported yet.
  18. When you want to add or remove group of modules, for example "Terrains, A/C Jet, etc." and you click on checkbox when group is collapsed, the sub-items don't get added/removed.
  19. The Gar8/aim-9B is bugged with regard to its uncage-lock/pre-firing behavior. Currently, you put the gun piper on the target until you get “tone” (~4 deg IFOV). Which automatically “locks” the target, and “uncages” the seeker head, and you can freely maneuver within the seeker gimbal limits (~25 deg). While this behavior or variations thereof may be found on later models of the aim-9 its not correct for the 9B since its seeker only uncages (locks) the target after being fired. Correct behavior would look like maneuver till you get tone on target. Then fire, and the firing process takes ~1 sec from depressing trigger to missile leaving the rail. The seeker gyro is uncaged with the firing command, never before. If the target maneuvers out of the 4 degree seeker FOV during this time you loose lock. Early versions of the sidewinder used a mechanical cage mechanism as described below. Later 9B versions used a magnetic cage mechanism which still mostly operated in similar fashion. Pg 71 Pg 115 sidewinder Magnetic caging and firing sequence, and 9B firing sequence from OP 2309 (3rd) page 2-2AIM-9B (https://archive.org/details/OP23093rdAIM9B) Declassed pre-1980. As stated above, only AFTER firing does the gyro uncage. And finally the first sidewinder to have uncage capability was the aim9E as mentioned in the Project CHECO report from Vietnam (pg10-11). https://apps.dtic.mil/sti/citations/ADA486826
  20. Hi, I was just flying around sight-seeing, and was experimenting with where the limits are for diving. I bent the wing (slightly) but no big deal. When landing I was still very heavy with fuel, but touched down OK-ish. Due to the bent wing, I touched down right-main first, which then skipped onto the left-main. It wasn't until I got off the runway that I noticed that the left main was very slightly bent backwards and the aircraft was leaning slightly to the left. I tried to repair the aircraft, got the 3 minute timer, but once it was complete, the left main was still bent. In prevois flights, repairing did not fix the bent wing, either. So... that is two broken parts of the airframe that aren't being repaired.
  21. Hello, In Game Master on F10 map, we have a crash if we create two target and open fire and delete the second and the first target in this order : - Create the first target and open fire -Create the second target and open fire - Delete the second target - Delete the first target test.miz dcs.log-20240317-124227.zip
  22. Hello, Seem to be a problem with lights on the ground. And there is a difference between projector ligths and navigation lights.
  23. The trimming via trim hat only works (for a "normal" joystick) if the FFB setting in misc (?) is turned off. Tested with linear and non linear setting in special tab.
  24. ASP-3N Gunsight Target Wingspan Adjustment Dial, Increase/Decrease actions are swapped on the non-axis commands. For example, selecting Increase will make the wingspan dial Decrease. This is not a problem with the axis command.
  25. I'm having these strange shadow, in cockpit and external view in the F16 in the quickstar GBU10 - 12 mission
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