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Hey Guys got a Problem with my Valve Index, It looks like their is a strong shimmer since some updates and i cannot get rid of it. The cockpit dials look pretty blurry after like 30 to 50 cm distanz between my Eyes and the Object/Dial/Text The trees and fences, edges of buildings are shimmering alot. This makes the Image sometimes really blurry and unconfertable to fly. I tried to play around with Steam VR, DCS Settings, OpenXR and Nvidia Controll App but nothing changed really just gained and lost Performance! Depends on the Area i have mostly 35 to 45 FPS never hit more then 45 ever no matter what guide i followed anyway so iam fine with that. I tested PD in Steam VR from 100% up to 170% also tried this in DCS only. Played with the SHadow settings at all Shadow settings its the same thing accept of OFF, Medium and Low the Shadows start clipping and flicker. I dont want to fly without shadows tbh cause the Game looks like 2005 then, sorry guys Do you have any Ideas how i can reduce it or even get rid of that? If you need more details iam glad to help. Thanks in advance Sky RTX 4070 Super Ti, CPU, Ryzen 9 5950X, 64GB Ram, 1TB M2 SSD with only DCS on it Valve Index
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109 Taxi/Takeoff training broken
TimberWolf5871 posted a topic in DCS: Bf 109 K-4 Kurfürst Tutorials
Just tried to do the 109 taxi/takeoff tutorial 4 times. Every time I get as far as re-locking the tail wheel. I hit the button or click the knob and it moves as it should, but the tutorial doesn't advance. Not actually asking for help, but someone should tell the devs for the module. -
Hey, I bought the viggen and wanted to assign all my buttons when i noticed i couldn't assign my mouse button 4 to "clickable mouse cockpit mode On/Off". The according field is greyed out and on hovering says: "No command available for this device". There were various suggestions reaching from Repopulating the .lua files over clearing all control categorys and reassigning to reinstalling the module but none have helped me. I am currently flying with mouse and keyboard so i have a virtual joystick for my mouse movement. Any suggestion appreciated
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Hi, this happened few times now with the Harrier. I fly, I get shot by a missile... The engine turns off mid flight, so I glide down to a safe land in a field. I cut off the plane throttle and switch the engine start button to the on position. The plane gets to 9.2% power indicated on the dashboard(the one located above the right MFD that all so holds the information for the engine temperature and nozzle angle). I engage the throttle to idle and nothing happens. So I cut of the fuel from both pumps, the electrical fuel switch behind the pilots left shoulder, the switch the generator to OFF, Eng start to OFF and battery to off. And "boom" main fan keeps running and the eng is stuck to 9.2% with out using battery or fuel XD Hope I gave a good explanation of what's going on I will try to get a video next time
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During Cold Start, IHADSS B/S - REQUIRED info used to stay on until boresight calibration is done. Now, after the last update IHADSS B/S blinks for a millisecond when starting APU and it is gone for good. You can miss the message, you don't know if you have it calibrated or not. Is it "correct as it is" now or new bug?
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If I use a physical switch to switch the FLIR pod on prior to a mission start it does not work, the virtual FLIR switch in the Hornet cockpit is always switched to off. Only if, after mission start, I physically switch to something else and then back on it also switches the virtual switch (and the FLIR). The same thing works as intended for the Master Arm switch, on the other hand.
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I've been playing for a few days now. I've done all the training for the SU-25 and have pretty good understanding of how the plane and weapon systems work. I loaded into my first mission which is a escort/search and destroy mission. first time I couldn't get the LA for anti radar missiles no matter what range I was at and then lost my lock and couldn't get it back. figured I had done something wrong. I have replayed the anti radar training multiple times and know I'm doing everything right. everything works well in the training but when it comes mission time I still cant get the LA to fire. I figured out the lock issue but I still cant get weapons the fire. step by step I fly for 20 minutes on auto pilot. get enemy radar contact. turn off auto pilot. switch to air to ground mode. turn on targeting pod. make sure Anti radar missiles are selected. lock on radar signature. make sure range carrot is within parameters. squeeze trigger and nothing. idk what's going on. I'm sure its user error but idk what I'm doing wrong I'm following the training to a T and its not working. thanks in advance.
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I don't know why, but since a week or so, I just can't join the Growling Sidewinder and OFS - Open flight school server. It's not like I get an error while joining, but instead I can't see them on the server list. This all happened after marking them with a star and the following game crash.
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Hello, I have a problem with Module Manager in DCS World. I have made a new installation of DCS World after completely uninstalling the previous one. When accessing the module manager, the following message appears: Wait your answer. Thanks you very much.
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SAMs are currently plagued with a lot of issues affecting their performances, especially linked to flawed guidance systems. Missiles guidance systems: Several trajectories are possible to intercept a flying target, and mathematical methods have been developped to find the most efficient ones. IRL, SAMs use methods such as: - (advanced) proportionnal approach - half-straightening approach - three points method - modified versions of some of the above methods also exist for low altitude targets to avoid the SAM to run into the ground. The discussion of those methods is way beyond the scope of this post, but basically missiles will use the most suitable method during their flight to be the most efficient (intercept the target with the most energy possible). Sometime a missile will switch method mid fligth, or even use at the same time a method in the horizontal plane, and another method in the vertical plane! And it allows to avoid having this happening IRL... I don't know exactly what guidance is used in DCS, but it looks like SAMs always try to lead targets, even when they are high G maneuvering at long distance. SAMs bleed all their energy way faster than they would do IRL, because IRL a SAM would not try to lead the target that much for most of the flight. I know implementing exactly the specific methods used by specific SAMs would be a daunting task, and that's not what I ask. Simply some more efficient guidance against high G maneuvering targets would already go a long way in making SAMs not behave in a ridiculous way. It is very possible that some missiles speeds are incorrect too. After some testing the 5V55R missile of the S-300 P SAM system reaches a maximum TAS of around 2500 kts (~ mach 4) in DCS, while several sources indicates a maximum TAS of more than 4000 kts(~ mach 6) IRL. As a result the maximum engagement range also seems slightly lower in DCS compared to IRL (~40 nm vs >50 nm).
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hii, I have a problem with placing ground units in the ME. When I place a ground unit everything seems to be fine but when I load the mission it does not appear. This happens with ground vehicles and ships. This problem does not occur with aircraft. I hope somebody can help me out. (I have the VSN aicraft mods installed, these are the only modded files I have currently and yes I ran the repair tool but without any success).
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There is a red exclamation mark on the trim input for the KA-50 3. Hovering over it reveals nothing. I have cut the .lua for the warthog joystick and keyboard out and repaired. If anyone has any idea what i can do to fix this i would appreciate it.
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For some reason, DCS crashes to the desktop whenever I reach the aircraft select menu after a few seconds or before at the "Net Sim Post Start" section when loading. All of my graphics drivers are installed, I meet the minimum requirements, I've tried repairing, cleaning, lowering graphics settings, but nothing seemed to work. I have been using VR and it worked before perfectly fine yesterday, its only today that its not working. I checked the logs and all I could find was a message that stated: Display Tab 3: There is a problem with Virtual Desktop Monitor device. For more information, search for 'graphics device driver error code 22'. But that isn't a graphics driver, its some driver that a program called virtual desktop uses, that I use to connect to my pc from my oculus quest 2. I also tried not using virtual desktop but it still wouldn't work. Any suggestions on what I could do? Thanks. dcs.log dxdiag.txt
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I was making a custom livery for the F/A-18E Super Hornet (CJS Mod), and I finished the first dds file. When I exported it from GIMP and booted up DCS, it is just rendered as black. It was working before. I would periodically check the skin as I worked on it, but now it won't work. Someone, please help. I worked for at least 30 hours on this.
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so when i host a Multiplayer Server i dont get the normal Server Overview of the Aircrafts and Teams i just get the singleplayer menu and the server is not online
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Issue: SlotID does not allow us to get a Unit Object back due to a lack of any function I know of existing for it. Previously, this was not a huge issue because the user could create a hashmap of all known client or player skill aircraft - however with dynamic slots now, this is not possible to pre-bake a hashmap on mission start, and must be done every single time to get the single dynamicspawn that just appeared.. This is very bad performance (and just bad code in general), but not doing so results in being unable to slotblock for individual users if dynamic spawns are enabled on a server. Reason its useful: one valid reason for wanting to slot-block specific users for a dynamic spawn would be a lives system and running out of lives for the playername in question but airframes still existing for other players. Solution: Hooks for onPlayerChangeSlot and onPlayerTryChangeSlot should return a unit object in addition to slotid (as not to break any existing code, retaining backwards compatibility for normal slot actions) Current possible workarounds: 1: using event birth - Issue would be crashing a players client by unloading them during their load in. Very bad for stability. 2: using event enginestart/takeoff - Issue is wasting players time starting before being kicked back to slot menu due to not meeting requirements. 3: disable dynamic slots for any aircraft you would ever slotblock for (most). - issue is dynamic spawns cant be leveraged then. 4: regernerate a hashmap of unit objects and unitID's every time a player tries to slot in to get the object to run our code. - issue is bad performance, and unclear if this would even work with dynamic slots as its unlcear if the object even exists yet at the time of hook tryChangeSlot.
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Bonjour tout le monde ! Voici mon problème, lorsque je crée un waypoint au sol dans l'éditeur de mission il apparaît toujours un peu au dessus de la cible où je l'ai placé. J'ai essayé dans la même configuration juste en remplaçant le F-16 par le F-18 et le waypoint est sur la cible au sol, cela montre que c'est un problème propre au F-16. Quand je lâche un JDAM, malgré ce problème, il atteint la cible mais quand je lâche un JSOW, il impacte toujours derrière la cible (probablement parce qu'il explose l'endroit du waypoint plus haut que nécessaire et se déplace) à moins que je m'approche suffisamment pour créer un marquez le point directement sur la cible, ce qui annule l'avantage tactique du JSOW. Explication du parcours : Dans l'éditeur de mission je mets une cible sur une plage de la carte Normadie pour qu'elle soit au niveau 0 du sol, quand je passe au point de pilotage de la cible (2) en mode Air-Sol, le TGP pointe toujours au dessus la cible, j'ai orienté le TGP et fait un CZ avec le TMS AFT qui revient au dessus de la cible pour démontrer le problème. Si je crée un point de repère directement sur la cible, au point de direction 26 et que je fais un CZ, le point de direction 26 sera également un peu au-dessus de la cible. Je précise que j'ai désinstallé et réinstallé le F-16 avant de créer ce sujet donc le problème ne vient pas du mode MFD jaune ou d'autres modes Est-ce un bug ? Est-ce que je fais une erreur ? Avez-vous également ce problème ? j'espère avoir été clair Merci pour vos réponses
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reported earlier new F18 pilot model head tracker issues
ChaosRifle posted a topic in Bugs and Problems
not a bug, just a problem.. The new model has a helmet that when looking left/right you can see your own face. the head really should not be rendered when you are in first person, like the old model was. or at least have an option in special settings to turn the head off - much preferred the old model because it didnt get in my way with the head when it was enabled, because it lacked a head. -
I wanted to do a bit of research with regards to the Curtiss Electric prop as modelled in the DCS P-47 modules in order to ascertain what is going on with the blade angle limits, and whether or not the behavior of the automatic governing vs. manual RPM adjustment was correct as we see it in the sim. As modelled currently, the governing range of the blades in the automatic mode reach their limit at 48 degrees coarse. Yet, by going into manual mode, you can further coarsen the blades to ~88 degrees -- what would be considered feathered. But this does not make sense for a single engine installation. I suspected that maybe the devs had erroneously modelled propeller limits for a multi-engine installation of the Curtiss electric prop and set out to understand how the limit switches (analogous to mechanical high and low pitch stops in a hydraulically actuated prop) function and how they should be configured in a P-47. For this I started out referencing the P-47 series Erection and Maintenance Instructions handbook (AN 01-65BC-2) 10 August 1944, revised 15 December 1947: As you can see, the depiction of the limit switches (mounted on the aft portion of the power unit, which also contains the electric motor) specifies three limit switches: Low angle, high angle, and feather angle. It is important to understand that all Curtiss electric prop installations have these switches as the props can be fitted to many types of aircraft. Indeed, some installations would be for multi-engine aircraft (eg. the B-26), where a separate feather limit would be needed. If one were to look at the wiring diagram for the control mechanism, and also if you read the user manuals for the Curtiss electric props, you can see and read that while the manual increase RPM switch uses the same circuit as the automatic governor, the manual decrease RPM switch makes use of a separate control circuit, one that doesn't pass through the high limit switch, but instead the feather limit switch (follow the yellow line): Indeed, in the generic Curtiss prop user manuals, it mentions that pilots can manually decrease the angle all the way to feather limits (albeit, at a slower rate than using the dedicated feather control on a multi-engine installation) if they use the manual RPM decrease control. One must remember that these manuals (you can check one out here for yourself) are made to encompass general usage of Curtiss props across several types of installations, and so are a bit ambiguous in specifying whether this feature works for a single-engine installation. If this was all there was to the story, the DCS modelling is correct as is. However, we also have this description of the limit mechanism: It mentions that the switches are tripped by cam segments mounted onto the ring gear. It turns out that how those cam segments are mounted, determines when exactly the switches will be tripped. How should they be mounted in our P-47? Which Curtiss electric prop models are installed on our P-47s? Here's what the Erection and Maintenance Handbook says: As you can see, we're already getting some hints about prop pitch ranges, but seeing as how we've got specific models listed and they all seem to be variations of the C542S-A series, let's take a look at that manual: There's a ton of information in here about installation, disassembly and description of components, but we're interested specifically in those cams: Here's the diagram, parts labeled 7-11 are the cams that determine when exactly our limit switches will trip. Notice at the bottom, we've got a note about blade angles?? Hey, we may be getting pretty close here. Let's have a look: Here, I've cross referenced all the specific model numbers listed in the P-47 Erection and Maintenance handbook, and you can see that for each of them, the High and Feather limits are exactly the same -- this means that a manual decrease of RPM should result in the same blade pitch governing range as the automatic mode. But why is our high/feather limit different than what we're seeing in game? To shed some light on this, here's a technical order from June of 1945: As you can see, at a certain point, blade angles were increased (the procedure involves moving those cams by 5 notches towards a higher coarse limit). There is still a discrepancy between this technical order and the curtiss prop manual, but I am assuming that is because the curtiss manual is 5 years more recent (1950). The one thing this does seem to prove, though, is that in all instances the curtiss electric prop installation on the P-47 had the same coarse pitch limits, whether governing in automatic mode, or set manually with the decrease RPM switch in fixed pitch mode. Also worth noting is that the increase limits in the technical order were done to help prevent engine overspeed in high-speed dives. Lastly, would like to reiterate the fact that, as others have mentioned multiple times on this forum, that the allowable engine overspeed limit in the P-47 pilot manuals is listed as 3060 RPM, probably owing to the fact that you WILL exceed the RPM redline in a dive at high speeds with any power applied: I believe getting the proper blade angle limits implemented would be a great first step on the road to really tightening up the P-47 module. Thanks for following along and I hope the devs really consider taking a second look at this.