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Showing results for tags 'launch'.
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Hello All, When trying to launch DCS from steam, it crashes. It works perfectly fine when I click on the .exe otherwise. The reasom why I am trying to launch from Steam is to be able to use an Xbox controller with the specific controller settings I made using the DCS FILMING template. Any ideas? dcs.log
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Hi everyone, Minor issue - modules given the ability to produce tone and acquire and track decoy flares prior to launch cannot do so for illumination flares. Everything else in the game (including IR SAMs) can. I have a selection of tracks below, you can see that aircraft that In the Chaparral track, you can even see that illumination flares are able to decoy and seduce the missile away (in this case, the missile was initially tracking the flare on the left, but gets decoyed by the flare on the right). Also seen in these tracks: The F-15C seems to think illumination flares have IFF transponders and identifies them as friendly. The seekers of IR missiles launched by the F/A-18C aren't actually aligned with the reticle on the HUD. It seems somewhat ironic (and I must admit, a little perplexing), that illumination flares being able to be acquired and tracked prior to launch being more of a global change, whereas decoy flares are not. I assume this is due to the fact that illumination flares are treated like a weapon and decoys are not. IF they were instead a short-lived entity, that would result in this change being global. If this was also applied to chaff, that would facilitate chaff for distraction and chaff corridors in DCS, not just to higher-fidelity, bespoke 3rd party radar implementations. Chaparral_PreLaunchIllumFlareTracking.trk F-15C_PreLaunchIllumFlareTracking.trk F-16CM_NoPreLaunchIllumFlareTracking.trk F-18C_NoPreLaunchIllumFlareTracking1.trk F-18C_NoPreLaunchIllumFlareTracking2.trk Strela-10_PreLaunchIllumFlareTracking.trk Su-25_PreLaunchIllumFlareTracking.trk
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Hi everyone, Could we have an option to have the AI fire anti-ship missiles bearing only? Allowing us to define a bearing and range to an activation point. A way of accomplishing this could be something similar to the fire at point task, only the point would define where the missile should activate. There should also be the usual string of quantity settings (though those currently don't work as is for ship/submarine-fired anti-ship missiles). This would however probably require a rework to most anti-ship missiles in DCS, as quite a few are either only defined with either simple seekers (such as most of the Chinese asset pack weapons, as well as the AI RB 04E and RB 15F) or don't have seekers defined at all (such as the AGM-84A, Kh-22N, Kh-31A, Kh-35, Kormoran, P-270, P-500, P-700 and the RGM-84D (despite the AGM-84D having a seeker defined - the 2 missiles share the exact same seeker)). EDIT: It seems that even missiles with no seeker definition in the files will search for and choose another target if the first one is lost (for instance, via group deactivate), so, hypothetically, they should work as-is. This could also work for torpedoes, provided we get guided torpedoes implemented (the Yu-6 and Mark 46 should already have active/passive acoustic homing, as well as wire-guidance for the former). All this would also be useful to have in the combined arms interface.
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I have a sequential set of triggered launches from a Supercarrier at start: AWACS, Tanker, 4 Hornets and a few others. I want to spawn on the deck at start in my F-14B and be able to be enter the sequence myself. 1: The AWACS gets a AI Task Push Start at game start 2: Each aircraft after gets an AI Task Push Start once the prior aircraft clears 200 ft. (Btw what's a better way to have them queuing up before then?) 3: What I'm confused about RE the player aircraft is that the AI are set to 'Uncontrolled' to be able to be visible on deck and waiting on the AI Task Push Start 4: How do you put a player aircraft in the sequence without using 'Uncontrolled' or waiting on a late activation? This may be easier than I'm thinking it to be, but if not what's the best way to do this? I've been away from ME for a few years so I'm rusty on some things. Any help much appreciated!
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Steam Edition DCS world (openbeta) won't start. I did verify integrity of game files. I've recently closed it with task menager (doesn't know if it makes any difference). As required logs attached. dcs.log dcs.log.old dcs.log-20200417-141433.zip dcs.log-20200422-083015.zip DCS-SimpleRadioStandalone.log DCS-SRS-GameGUI.log DCS-SRS-InGameRadio.log debrief.log voice_chat.log
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Hi It seems LAUNCH button lacks the animation it seems. Also, from the early access guide: When you are in the Pilot-Commander seat, Petrovich will move the ASO-2V countermeasures cassette selector to the next position once a cassette is expended. It seems it is also not working as stated. Track attach - takes a bit to dispense the first set, I am sorry, this is Hind, not me. FlaresAndButton.trk
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Hi everyone, I've spotted a minor issue with the newly added S-200/SA-5, when the missile launches, it does a small pitch-down manoeuvre before returning to it's proper trajectory. According to this, the 5V28 is unguided for the first 0.45 - 0.85 s into flight, afterwhich the control surfaces enable to guide the missile. It doesn't really affect the missiles performance, but it does clip through the launcher when firing. I also noticed that the rear ring shaped staging element isn't present in game, and consequently the rear supports for the boosters aren't attached to anything, though this is more an object bug, the ring shaped staging element is present in the modelviewer. Both issues are incredibly minor, and you'll only notice these when you're right up close to it and with time slowed down. S-200V_Launch.trk
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I have this module already for some years, but I never used the manual weapon mode in the past. I did not notice it in the flight manual and maybe it is not really explained. In fact it is a very important option and easy to be neglected as a beginner. When you set the weapon mode from auto to manual it enables you to launch the Vikhar missles without a proper lock. This is very imortant when you can not get a lock due to bad lighting conditions for example at dawn. Also it enables you to launch ripples of missles, which can be really deadly. You can launch a missle every few seconds and then slew one after the other manually onto the next target. I hope this info is interesting for you and I am not the only one who did not know about this
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This has happened in the past to me but was fixed before. This crash related bug has returned. Has happened twice in 10 Cat Shots. Hookup to CAT 2. Launch off the deck. As I do my clearing turn the game completely crashes a few seconds after leaving the deck. Happens so often I started to test it with the F-14A&B to see if it happens. The F-14 has never crashed. Each time I have done this I was on a Multiplayer Server. Here is the following crash dump from both incidents today. Crash #1 dcs.log-20210130-054454.zip Crash #2 dcs.log-20210130-010204.zip
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- supercarrier
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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
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I've encountered a bug with the Kh-22 - on launch, it clips into the launching aircraft. What seems to happen is that as soon as the ventral fin/rudder unfolds, the missile's control surfaces unlock which then results in the missile climbing through the launching aircraft. I'm not entirely sure what sequence of events should happen when a Kh-22 is launched, but delaying the unlocking of the control surfaces should resolve the issue - which if I'm not mistaken was how it was pre 2.9.0. EDIT: According to this video, the missile appears to free-fall from the launching aircraft, gaining quite a bit of separation before engine ignition (which occurs ~2-2.5 s after launch) and pitch-up. Fortunately, the missile seems to lack a collision model (at least between it and its launching aircraft), so it doesn't lead to damage to the aircraft. The problem happens on all 3 stations (see Kh-22_clipping1.trk for the wing stations, and 2 for the fuselage station). Kh-22_clipping1.trk Kh-22_clipping2.trk
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Steam Edition DCS world (openbeta) won't start. I did verify integrity of game files. I've recently closed it with task menager (doesn't know if it makes any difference). As required logs attached. dcs.log dcs.log.old dcs.log-20200417-141433.zip dcs.log-20200422-083015.zip DCS-SimpleRadioStandalone.log DCS-SRS-GameGUI.log DCS-SRS-InGameRadio.log debrief.log voice_chat.log