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Showing results for tags 'known issue'.
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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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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 all, I'm flying mostly as pilot and I like the new features of George, but since the latest patch, I'm unable to get George to rockerts in coop mode. Everytime George wases from GUN > MSL > RKT, he get's stuck at the Hellfire (the command ring shows rockets, but the Hellfires are active) and my IHADSS shows RKT NORML. It doesn't matter if George or myself activate the rockets first. Everytime the same issue. What am I missing or doing wrong?
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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
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known issue Some internal cargo disappear after unload
muniman69 posted a topic in Bugs and Problems
When I try to unload internal cargo, some of it disappears. For example, when I unload five crates, three of them disappear. They are not stuck on top of each other. When I try to load them back, I can only load two of the remaining crates. If you check the unloaded cargo via the comms menu (All Cargos), it only shows the two remaining crates. This happens both on and outside the airfield. I tried again the training mission and the instant action mission (Syria) – the same effect occurs. Both can't be finished, which was not an issue before. No mods installed. User error possible. CH47F cargo disappear.trk -
Internal pilot/co-pilot flight suits do not match exterior flight suit pattern/color using ED default aircraft skins.
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known issue White foggy texture on the right side of canopy
hreich posted a topic in Bugs and Problems
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known issue External lights huge shimmering/halo effect
TimSell75 posted a topic in Bugs and Problems
Has anybody alse noticed that that the lights of the F-18 suddenly have a huge shimmering/halo effect? Nothing that I have seen on other modules. The lights are so strong, that they alomost entirely cover the whole plane of my wingman. null