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Showing results for tags 'known issue'.
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I've been using Cubesim monitors for my MFD viewports for quite a long time. I always noticed that the MFD image brightness & contrast on the Cubesim screens is much worse than the image in the cockpit on the main monitor - obviously, I thought it's the monitor quality. This is becoming critical in the TGP page, where it's tough to see, detect, and identify targets, finding myself always increasing the MFD brightness to max and playing around with the contrast (using the Viper's MFD controls) to somehow get a better image, while the image in the cockpit gets burned out. I just tested the exported MFD viewport on the main screen, and was surprised to see that the same issue occurs there too (no mods) - see attached images for reference. Is anyone else experiencing the same? Thanks!
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Hello, While playing with MS on the ground, we spotted that MSI trackfiles were showing speed 0. Digging into, it seems that the speed of a MSI track is dependant of our own plane speed. Here: an A50 orbitting FL250@M0.7 MSI trackfile display first speed 0 while on the ground After takeof, at 280kts, MSI trackfile displayed M0.5. Then I slowed down to stall around 160kts, speed of trackfile slowed down too, to a M0.3. This was also the same M0.3 seeing when I was taking-of (when plane crossed the 160kts). It never displayed real expected M0.7 Track done on 2.9.20.15384 test_MSI_speed.trk test_MSI_speed.acmi EDIT: Added that oberservation trackfile speed <-> place speed when crossing 160kts
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In this video both the master caution and the 550 KG fuel remaining warnings appear immediately upon going inverted. In our Fulcrum it takes over two minutes before it starts complaining.
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not sure if a bug or intended - in the past, when using post designate CCIP, upon pressing (and holding) weapon release, the pipper would stay "fixed" to the desired aimpoint (the location the pipper was upon pressing and holding WPN release). recently however, the pipper continues to move while holding the WPN release button pressed. is that the way it should be? Post-designate-pipper.trk
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The new track included. I was thinking that it was Normandy 2.0 map bug, but the same issue is on Kutaisi airfield (Caucasus map). More info is here, looks like General bug of ATC in DCS. test.trk
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Been years, and surprisingly this still is not fixed. COMM1 button missing on ICP during external views.
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As stated in the title the F-16s NCTR does not recognise newly released Mig-29 and instead classifies it as unknown. I tested it several times within optimal conditions for NCTR to function (under 25 nm, with enemy facing towards me, within 30 degree arc from the nose) only to get UNK return from it. I later tested it against legacy Mig-29 which gave me correct return at 25 nm on the first try. Another issue I came across when testing is related to the quick action generator. When setting up altitudes for the enemy aircraft, the first time the mission is run they start in the correct altitude but the second time they go back to the default value which was generated by the game.
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The landing parachute is not synced between clients and you can only see your own. This issue has been present for years on the FC3 module and is still happening. Would be cool to have it fixed. Thanks!
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In single player, the IFF recognizes friendlies fine. On online servers, IFF will not recognize friendlies, neither AI nor human. 4YA_CAU_PVE_V2.143[03_DEC_BKN]-20250920-164637.trk
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Wheels stay down after take off on tracks, aircraft does all kinda weird things, even using a dedicated server doesn't seem to have any effect unlike in most other modules.
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The controls indicator is in the command list, but press pressing right control plus enter doesn't do anything. Is there some other key combo that it's supposed to be, or is it not implemented yet?
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Images and track file attached highlight visual anomalies regarding 1st person pilot in relation to seat height adjusting. Pilot remains at the same height regardless of raising or lowering the seat. In the default seat position the pilot is sitting INSIDE the seat cushion with the ejection handle positioned inside the right leg. F-16 Pilot seat adjust.trk
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After firing laser rockets, the pods still x3 show as full in F2 view. They are shown as depleted in the DSMS, so this is just a graphics bug I guess.
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Since todays update, the radar defaults to A6 scan width instead of the last scan width that was active. If you had A4 then it will still default to A6. This was originally reported here: It says "fixed" in the patch notes, but the bug is just different, not fixed. It now defaults to another wrong scan width, but it still does not save each submode scan width.
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Hi folks, as reported in a few other posts, there doesn't seem to be an animation for the wheel chocks when they are placed. I've added a short track to illustrate, best viewed from the outside view. Thanks. wheel chocks animation.trk
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I'm going through the CH-47 training missions. In the first mission, it is impossible to go further than starting up the APU. The Util pressure light should illuminate, then turn off once the APU is running. It doesn't come on in the first place, so that's as far as you can go in the training mission.
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hi, switching between AM / FM does not work. Guard frequency is sometimes wrong or completely empty. If I set FM in the DTC it is AM in the Hornet and vice versa. if I downgrade to version 2.9.14.8394 all is fine.
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I have only tested this briefly in the new CW-Germany map, but I am getting frequent game crashes whenever I turn from guns to missiles to get tone for the Aim 9B. Sometimes it lasts long enough for me to get a missile off, sometimes it crashes as soon as I switch to missiles. In general, I already have the target aircraft in my reticle before switching from guns to missile.
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The guidance head field of view can be fixed at any position on the HUD,will not return to the nose pointing direction FA18 AIM9.trk
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The interior cockpit view falls back to the default camo uniform. Also doesn't load any patches as already pointed out in another thread. The helmet texture though, it does load correctly as per the texture pointed by Pilot_CH47_Helmet_Shell in the description.lua file. Meaning that pilot uniform and patches set in the descrition.lua file, will load in the exterior model, but not inside the cockpit, which at this point makes it kinda pointless to have different uniforms and patches to match liveries, then those not to display correctly inside the cockpit. This very same issue was already reported in the AH-64 Apache as being taken care of.
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I know it is already reported, (a looong time ago !), But i would like to fly the Chinook in a realistic way, one day! At least the Airspeed must function as it should in my opinion. At the moment, the airspeed indicator measures all kind of stuff, but the Airspeed, for what it is installed, is not measured correctly. When on the ground with a 50 Kts headwind, the indicator reads Zero. When in Hover, nose in the wind (50Kts), it also reads Zero. Aircraft is Grounded for me until fixed by Maintanance Crew But seriously, hope it will be fixed Thanks, John
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I noticed that when you open the Ramp and it hits the ground (3rd press of full secuence of ramp opening) it moves the entire helicopter. I always though it was weird that the ramp hits the ground in DCS and that it moves the entire helo. It was since the launch and i just did a easy search of footage just in case before reporting it. And i noticed that the ramp dont touch the ground. For example this capture of this video shows that it doesnt touch the tarmac. In this other one you can see from diferent angles on the time mark that it doesnt either touch the ground: And here is a video of DCS with 100% Fuel: https://streamable.com/eqq5ty To be notice that this happens no matter the weight, even with 5% of fuel. And with 100% fuel the ramp sometimes hits the tarmac and sometimes it clips through. Which seem totally random, as you can see in the video. I think there is an issue with the Ramp extension in degrees that should be corrected. Even at MTOW it should not hit the ground and move the helicopter. Or the suspension is too low. (Please dont fix this by letting the ramp always clip through the ground) Easy to reproduce, no need for a track.
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as per the title, the waypoint as set in the ME seems to be off compared to what the jet will show. attached the track and a screenshot. you can see where i put the waypoint in the ME (at 0ft AGL) and you can see without moving the TGP that it starts drifting off as if the waypoint was hanging a couple meters in the air. this happens even in a point track and even with markpoints that have been created using Laser ranging first. on top of that, if you zoom in on the TD box (or the waypoint diamond), it starts jittering heavily the higher the zoom level is. TD_box_jitter.trk