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Showing results for tags 'need track replay'.
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Hi guys, as shown on the PIC of my F18. The FCS just cannot balance. It is after I flew a mission and landed, shut down the engin and bettary to refule and re arm. Then I initiated the start up procedure. The FCS just cannot balance I an perform the FCS test. FCSA and FCSB on the right DDI always appeared as restart. and the FCS page on the left DDI, as you can see, the LEF is 34 and 12. This will make me crash when try to fly because of the inbalance. anyone know why this happen?
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Hello, This happens only in multiplayer, when connecting to a server. NOT in solo or on a local server. - F/A-18C, 60 Nm hot on an SA-2 site, FL350, M0.8. The S from the P19 radar shows on the RWR, and on the HARM TOO page. - SA-2 site is turned of using enableEmission(false) - S disappears from the RWR, but stays on the HARM TOO page (indefinitely) - If fired the HARM will track the P19 I'm not sure if it is a bug but it sure looks like it. At least, I don't see any good reason why it should be different between solo and multi. Is there a reason in real life why the HARM seeker should "see" radars that the RWR won't ?
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When for some reason (lack of fuel, engine failure, etc) the engine shuts off, and you are turning at a certain angle, the ADI stays working but out of calibration and does not mark the horizon correctly. The solution I found was to go from MAIN POWER to BATT, the ADI automatically stops working (I don't know if this is normal too!!!) and level the plane with the SAI (this is always working, both in MAIN and in BATT) and , once the plane is leveled correctly, turn the switch to MAIN POWER again. With this I have the ADI, again, calibrated and working. Keep in mind that this flight was made in very low visibility conditions, hence the need to calibrate with the SAI. My question is whether it is normal for the ADI to go out of calibration and lose its normal position due to an engine failure where the batteries are supposed to take the control. Also if when going to BAT it is normal for it to stop working. Thanks
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Is there a secret to making the symbols over the FLIR and map bright enough to actually see them clearly? I've tried every combination of brightness and contrast but no matter tnullhe settings the symbols are always barely visible. The map has a symbol brightness button but even at max the symbols are not very bright, and turning the gain down all the way helps a little but then you lose most of the map visibility. In the A-10 the symbols are very clear over the map and TGP MFDs.
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Hi guys, recently I practiced the use of the TGP in combination with A/G lasing and bombing (GBU 16). My "Mission Briefing" was quite simple: Carrier Take-off -- Target designation via TGP -- Lasing -- Bombing -- RTB, Case 1 Recovery -- Refueling/Rearming -- 2nd Carrier T/O -- Target designation via TGP -- Lasing -- Bombing -- RTB The first bombing-round was a success and went as planned. The problems came on the 2nd run: After the 2nd carrier T/O I got the gear-retraction warning - that constant "boob-boob-boob-boob-...." and the gear lever lights red. That's probably because I gained too quick too much speed after the catapult launch and the gear wasn't fully retracted as I passed >250 KIAS. I continued my flight anyway and got to the bombing area. On Arrival, FLIR was active and working, Master on ARM, A/G-Mode, Target designated, but my LTD/R switch for lasing didn't want to stay in the "ON" position. Here are my 2 questions now: - How do I get rid of the gear-retraction-warning midflight/airborne? The procedure: "Slowing down <200 KIAS -- Fully extend landing gear -- Retract gear again" didn't help. After retraction the warning sound (boob-boob-boob...) continued as before. Do you have any tips for me?? - Could it be that BECAUSE OF the ongoing gear-retraction-warning I was unable to activate my LTD/R on the second run? Do they relate to each other? Or did I miss anything else to activate?? Really appreciate your help! In case you need any further info just let me know. Cheers Tom
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When you got flight delayed msg, then your F14 becomes around 9k lbs heavier than it should be. Only way to fix this in multiplayer is to leave server and to come back, but if someone else is still on server than that bug is very likely to appear again. Very annoying and sometimes with combat load you are literally unable to take off as you too heavy
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I think I may have found a bug with Laser Spot Search. If the TGP is the SPI, and you engage Laser Spot Search, the SPI will immediately revert to the the current steer point. Once the TGP detects and is tracking a laser spot, I can TMS up long again and change the SPI back to the TGP. This behavior is the same regardless of laser source; JTAC or buddy lase. Before DCS 2.8 the SPI would stay with the TGP during LSS. I don't have a track as I discovered this in multiplayer. I can make one if needed. DCS 2.8.0.33006 Steps to recreate: 1 - Start with TGP as SPI and SOI. Verify TGP as SPI in lower left corner of HUD. 2 - Command a Laser Spot Search (China Hat aft short) 3 - TGP will start searching and the SPI reverts to STPT in lower left corner of HUD immediately.
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Hello! I can't figure out the following issue I'm encountering: When in CPG seat, with TADS sight selected and unslaved at 12 o'clock well within functional limits and with a stable hover (AI controlled), after letting go of my physical controls for the TADS cursor, the TADS sight always appears to continue slewing to the right (only horizontal movement). For the TADS cursor I have programmed the RHG manual cursor to my flightstick X & Y axis and I have experimented with various deadzones for the X axis, however even with big deadzones, it appears that the TADS sight still keeps slewing to the right with the same slow speed. Also no double axis assignments. I'm using a Virpil WarBRD base and do not experience any problems with the physical axis either as cyclic in the PLT seat, in any other DCS modules, or any other simulator for that matter. The axis are 100% jitter free. What could be causing this slewing to the right? Thanks for your help!
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Hi all, Can’t find any posts about this and have watched numerous tutorials with not much progress. Have been using Banklers case 1 recovery trainer with the F18 and have been hitting all the numbers from the break right through to actually trapping. Literally 7/7 for all phases. However the only problem is I’m consistently getting 22secs in the groove even when I follow the ICLS needles. spacing at the downwind is 1.2nm turn exactly at the stern of the ship, heights and bank through the base and turn to final (groove) all hitting the numbers. But for the life can’t figure out why my groove time is so long. Can’t find any info to figure it out so though I would post here asking for any suggestions. Have literally read and watched every video and tutorial I can find on the net and still can’t figure out what I’m doing wrong. Any help would be great.
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In DEST page OA1/OA2 when you enter data in the BRG field and press enter, the RNG field changes it's value. The first time you enter the data it is entered properly and the next time it starts changing the RNG value. This happens for both OA1 and OA2
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Haven't been able to find time plus a buddy to test in a short track yet, but over the longer flights I've done, ACLS has consistently only worked for the first aircraft who calls inbound, and none of the others. In my last test (was a full flight, so not a short track) the dash 2 landed first, but only the dash 1 received ACLS indication (since they called inbound first I assume) While I don't have a short track, could the official testers please investigate this bug, ACLS is quite literally unusable in multiplayer because of it.
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I have started having an issue in the A-10 with MFCD soft keys being stuck. Most of the time it has been the right MFCD contrast down key but in a campaign mission (Iron Flag) it was left OSB 19 that was stuck (and it cause the on-screen stuck key message to display). I definitely do not have any keybinds assigned to any MFCD keys so what could be causing this and what can I do about it? The only thing I have been able to do is completely restart the mission.
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After the first short mp flight, it seems that the alt-hold mode in the f16 doesn't work correct anymore. First it seems that it works, but then the plane starts sinking and then an correction works, starts raising the plane. But no constant hold on the desired altitude.
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When in the 162nd multiplayer pve server Caucasus version 2 for stable server while flying the f18 hornet and calling inbound or the 10 mile see you at 10 the auxiliary radio will go to "M" or manual. Not sure if this is an issue with the server or a dcs bug. Very easy to re-create the problem. Also the ball will disappear then re-appear while in the groove. Also not sure if that is a server problem or dcs problem.
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need track replay SAMs never cause friendly fire
moggel posted a topic in AI Bugs (Non-Combined Arms)
I'm not sure this forum is the right placer for this one but I couldn't find a more suitable one (mods, please move as appropriate). Seeing how VKS are very reluctant to fly in Ukraine is reportedly, at least in part, rooted in the the very high risk of being shot down by their own GBADs, and how even sofisticated SAM systems, like Patriot, have indeed caused blue-on-blue (2 allied aircraft was mistakenly shot down in the Iraq war, killing three crew members, and a third narrowly escaped that same fate), I feel the DCS implementation of GBAD systems are far too precise. I have yet to see a SAM system shoot down a friendly. At the same time, any pilot who locks up a bandit engaged in a scrap with a friendly, and shoots a fox 3 at it, risk causing a BoB, as the AMRAAM might simply switch target during flight. This never seems to happen with SAM missile, not even really unsofisticated ones. Over all, skilled SAM crews (AI) should simply refrain from shooting at bandits that share a volume of airspace with friendlies, to avoid friendly fire. Less skilled AI might take such a shot but there should be a high risk doing so. Or am I missing something? -
For well over a year now the catapults have been bugged on the carriers as to not allow another aircraft to hook to either bow catapult if a Tomcat is hooked to the other. This is a huge bug that leads to long lineups on the carrier waiting to get airborne, combined with the AI's shoddy taxiing ability leads to the carrier being nothing more then a huge fuster cluck where I have even had AI aircraft collide with me while I am sitting still waiting for the catapult. ED has been totally silent on this and has not said a damn thing about any fixes to either the catapults or the AI taxiing ability and instead will just dangle the carrot of the briefing room in front of our faces to try to make us forget that they are doing literally nothing to fix serious bugs in their product. And before someone comes in here and says "It's early access you need to expect bugs" Yes I am well aware that it is, but in the over 2 years we have had the SC module the ONLY decent update we have had to it is the deck crew wands for night ops and that took a embarrassing amount of time to even get that. So before a mod comes in here and locks this thread answer this for me, when are we going to see some REAL updates or even some communication from ED about the supercarrier?
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I've experienced multiple times in multi-player that the wheel brake in the F-16 does not work after landing. I experience this in 2.8 (patched). It's not the first OB release in which this has happened. When pressing a button on the joystick assigned to the wheel brake, nothing happens. The binding is correct, and even after setting it again, there is no response. The parking brake does work, but ....well.....not really a good idea. The issue remains until leaving the server. Selecting a new role does not solve it. It immediately works again in single-player. Something similar seems to happen with locking targets. When they appear as a solid yellow symbol, i sometimes cannot lock them.
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need track replay No SPI when INS aligned in 'NORM' mode
paloncho posted a topic in Bugs and Problems
Hello guys. I'm brand new on the F-16, just got my hands on it a few days back. I was surfing the forum but could not find anything related to the topic: when INS alignment is perform in 'NORM' mode, once finished and get into 'NAV' mode, I do not get Steerpoint information either in HUD or EHSI (eg, information rouded in red in the attached capture is missing). On the other hand, when the alingment is done in 'STOR HDG', ¡steerpoint data appears in both HUD and EHSI and I see the "wedding cake" as SPI in FCR. Could this be a bug or is there something I'm missing. Thanks guys! null -
Press Shift-End to cutoff the throttle watch RPM. After the electric power is down and engine is still spinning, press idle detent again. The RPM gauge will continue down to zero but the engine will spool up again. You can no go ahead with 0 rpm shown, and your engine is actually running.
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Little heckin bamboozled here. Does allign just take longer now on cold start? Coords will be right. Even the TGP might point in the right place. But display on the HUD/HMD is not at the right altitude, or even the right place. Waiting till I get 10/X on the INS display takes forever. Thought it was me doing something wrong, so did Autostart, and when it says INS aligned, I guess it's not? Autostart is seriously incomplete, btw. Doesn't set altimeter, doesn't change it to elec, doesn't turn on IFF. Doesn't set stores cat, if it's supposed to. Doesn't switch off backup radio. Pretty sure it should close the canopy WAY earlier. Also, it doesn't turn on RWR and other equipment, and I can't really do it with the canopy latch in the way. Anyway. Didn't see anything in the changelog about changes to the nav system, but it seems messed up. Oh and poor FPS. lighting looks good though.
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Hi, I tried several times to use 2 x dual rack of JDAMs against 4 targets and all I can do is to kill 3 targets only. So, I double and even triple check coordinates and elevation, pay a particular attention to which PPx and station is programmed. I tried to release from PP1 first then PP2. After that PP2 first then PP1. I also watched several tutorials on youtube. All I tried have the same result, one of the bomb is always going to a coordinates of another bomb, with the result of 3 targets killed for 4 bombs. The bombs are always released 2 by 2. It is a known bug or there something I really don't understand? Thanks, Vincent PS : track is too huge for the forum.
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Just noticed once I lock anyone i loose my pdlt on wingmen or bandits. Is this how it is and it just got fixed to reflect as such, or is this a new bug? -thanks
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dear colleagues, when I switch to air-ground attack, when I return to navigation the information about the wyaypoint disappears