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Found 13 results

  1. Hi All, With the Apache now getting opening maintenance panels, is there a way to set up a static/uncontrolled asset with these hatches open so as to give the impression work is being performed on the aircraft? Cheers James
  2. Happened twice now, first in Aerobatics server (see link below) and now in Hoggit server. I decided it's not a fluke, it's a bug. 1) It repairs visually but damage remains 2) Repair cycle can be repeated in perpetuity. Can do F8-->F3 "repair" any number of times and get a new 170 sec cycle. First time tail wheel didn't repair. Link to old "is this a bug?" post. This time, again repair visually but main gears refused to retract no matter how many times I repaired. Track file is multiple flights, hour long and larger than 5 MB, so skipping. Taking a guess, it's something to do with new damage model. It's probably not gear related (because two different gear problems) or even Spitfire specific. Someone else must have seen this?
  3. Just discovered that they exist and works as advertised. Can light them individually and the jettison button works. Problem is the only way to get them is to set a checkmark in the Mission Editor. But then, if used, they do not "come back" either by rearming or even after repair. Of course they should be reloaded on rearm, just like brakechutes gets "repacked" on rearm.
  4. this was supposed to be an entry in https://leatherneck-sim.mantishub.io/bug_report_page.php - but a constant activity/spam message made this impossible (will keep trying though): build: DCS 2.7.0.5659 Open Beta description: fuel gauge does not react to refueling when central droptank mounted and jettisoned. workaround is using airframe REPAIR, then gauge snaps to correct value steps: - central droptank - fly mission - jettison tank - land - RRR - notice fuel gauge not reacting to REFUEL additional info: DRAG CHUTE legacy bug also still aplies, also gets only replenished via AIRFRAME REPAIR original description was far more extensive and suitable, but was lost because system reporting activity limit and SPAM exemplary screenshots AFTER full REFUEL and AFTER airframe REPAIR update: hah... waddayaknow.. it might actually have been correctly saved on mantishub https://leatherneck-sim.mantishub.io/view.php?id=1134
  5. My thrustmaster warthog's friction lever worked perfectly for years as my zoom axis, then became jittery after sitting unused for several months. No software fix seemed to work such as turning off LEDs or putting them at max. I decided to try to replace the potentiometer entirely. I had purchased a couple of these: https://br.mouser.com/ProductDetail/CTS-Electronic-Components/251B12T104A2NB/?qs=6E8igxPflKdliaNMymwp6A%3D%3D And they were completely wrong. The size of the plastic shaft that interfaces with the actual lever plastic piece is way too small, by about half. The shaft itself has a keyed flat side, this keyed flat side faces the wrong way. The overall potentiometer size is also much too small. Here's someone else's picture of the potentiometer that I also found in my throttle: https://imgur.com/a/9rbh5zw I found in another post someone recommending this digikey link for a chproducts potentiometer. I can already tell immediately that it would not work. It's round and made of completely different materials. https://www.digikey.com/products/en?keywords=reppot604 So I'm still on the hunt for the correct item at this point in time. If any one of you know or are able to find this specific potentiometer so that I and others can use it for repairs that would be greatly appreciated.
  6. A little amusing bug. On repair Spitfire gets moved to tail wheel outside deck position. Proposed cause: (Nose wheeled) carrier jets gets pushed back to main wheels near deck edge. Very short track: -Air start -Belly land -Repair Track 100% default installation, no mods (main folder repaired, forced new Saved_Games folder). ed/add. Though I can (once at least) start engine, pull fully onto deck and even take off, plane is damaged. It takes damage after every repair when rear fuselage hits deck.
  7. When repair starts, Spitfire is instantly moved and placed with tail outside the deck. It didn't roll over the side, so I could start the engine and pull it up. I then took off fine. It gets damaged every time fuselage hits deck though (meaning after finishing every repair). Ok, moving plane on repair is not a bad idea at all. Assuming no confusion with multiple planes. --><-- This close to working 100%. I assume it does work with F-18, F-14 and such, they just didn't check with non-carrier planes. Incredibly easy fix, just move the coordinate a few meters. I'll search bug section before I make a proper bug report.
  8. Quoting old thread: Ground Power is for starter, what I always assumed, makes perfect sense. But ... I've noticed many times, engine refuse to turn over, battery seems low, after repairs. Connecting Ground Power doesn't help. So I did a simple experiment with P-51 and with Spitfire (Summer +20'C). 1) Spawn "Takeoff from runway" (This assured engine temp/oil pressure was up, no damaging engine by turning over cold) 2) Shut off magnetos (engine stops) 3) Spun the starter until battery drained (prop stopped moving) 4) Attached Ground Power and attempted to start. P-51 started (as it should). Spitfire prop didn't turn over at all (voltmeter showed 5V (down from initial 14/15V), whatever that means *1) If Ground Power is for starting, which again makes perfect sense, then this is a simple well defined bug. Ground Power should power the starter in an undamaged aeroplane. *1) Would ground power really bypass the voltmeter? If it does, be that as it may, the important point here is that ground power doesn't power the starter.
  9. 1) These Controls are interchanged. How they list in Controls tab: RShift + B controls "Emergency By-Pass" and RCtrl + B controls "Deluter" They're inverted. ~ 2) Oxygen is not replenished by refuel/rearming. The only way to replenish oxygen is by doing a repair. 3) There is no way to shut off oxygen completely (to save it).
  10. Engine breaks immediately after repair because of bounce. This happens a lot. Every 3rd repair maybe (just a guess). I finally noticed more precisely what happens. 1) Start Repair. Spitfire is raised straight up. 2) Fuselage gets angled tail down, nose upwards 3) When Spitfire is lowered after repair, tail wheel goes underground 4) Because tail wheel is underground tail shoots up like a rocket. 5) Propeller hits ground and breaks, engine also broken. If no 2), the fuselage re-angling tail down didn't happen and Spitfire was just lowered straight down, the bounce wouldn't happen and propeller wouldn't break. Video recorded of offline track. Easy to recreate I think. Happened twice in a row, first attempts. Spawn CW Batumi RWY, stand on brakes, powerup and let it nose over. Repair.
  11. Just discovered that they exist and works as advertised. Can light them individually and the jettison button works. Problem is the only way to get them is to set a checkmark in the Mission Editor. But then, if used, they do not "come back" either by rearming or even after repair. Of course they should be reloaded on rearm, just brakechutes gets "repacked" on rearm. Will put this "bug" forum shortly unless someone tells me I'm wrong.
  12. Multiplayer, so no meaningful track. Don't know how to recreate so therefore not a bug report. 1) Oil pressure Generally oil pressure is at 120 psi or over unless boost & rpm set low. Recommended is 60-120. I find it a bit off that oil press is almost always at 120 or more. Specific case now. Flew 100 nm abouts. Boost 7, rpm 2850. I noted how the oil pressure was stuck at upper range (150). Why? Wasn't stressing engine at all. -3'C degree Aerobatics Online Server. Landed, engine quit. Figure it was the high oil press was the cause. I've noted typically oil pressure drops with radiator closed (switch forward off). Flipping switch rearwards (radiator auto, opening), oil pressure always goes up even more. 2) I long noted occasional weirdness with the starter. Specifically sometimes it refuses to turn over after repair and adding ground power does nothing. Brand new weirdness (same flight as above). Attempting to start after engine quit, it didn't, as expected, assuming engine seized. But, further, volt meter dropped and stayed dropped after releasing starter button. Then I could watch the voltage dropping as if something (starter engine?) just drew tons of current. Immediately after repair finished, prop turned over as if starter engine was still stuck. Watching the voltmeter I clicked the starter button and prop stopped turning and voltage shot up a bit again (as if "unsticking" the starter button). Attempting to start to start after repair. Voltmeter at 10V (which I remember is to low, needs 13-15V). Prop turns over slowly. Add ground power and once again confirm ground power does not work. With ground power, obviously prop should spin over fast enough to start. I even believe starting by battery was the exception in real life. Add a link to my old thread when I find it. One thread (commented but not started by me) on no working ground power. I observed some weird volt flickering, which i note is commented on in linked thread also.
  13. The "Request Repair" interaction in the ground crew section of the quickcomm menu is all to often followed by a: "No can do - shut down your engine" (is it really "no can do" or is my recollection playing tricks on me" ?) -> when the engine is shut down, the fuel feed valves closed, the rotor brake on, the pump groups set to off and even the batteries and shaft generators turned off. Over time I have isolated the issue to - in most cases - the engine throttle. Explanation. I have my engine throttle on my throttle quadrants top-wheel (it is never used, except for raising it to 100 on startup, since we do not have engine degradation). Even when putting the throttle (the wheel) back on the zero-state (in my case the neutral middle position "0" of the "wheel slider) DCS does either still register an input (with both Windows and Logitech software showing a zero and no input stutter) or some other logic trigger condition is not met. That despite the engine being off, the fuel system shunted, the disc arrested and the rotor brake on and even the electrics closed down. And while this in itself is - once again - a control input bug worthy of admonishemt and attention (and will not receive the latter) this can be a real nuisance when trying to do a "repair" instead of a gamey "respawn", further degenerating the multiplayer environment. Mitigation: More reliable trigger logic, please make up your mind what the actual necessary presets are, which are entirely undocumented. While trigger checks like the rotor-brake make sense and may or may not be a boolean check, the engine throttle does not, moreso as there is a multitude of issues with input reliabily and input translation in general (see fe one variant of the pitch oscillations, various variants of trim bugs, added inputs, random control overrides, not-hardware related sudden input-stuters aso aso aso aso aso...) - so please reduce the prerequisites to the absolute safest and sensical minimum when there is no ambition to cohesively and coherently improve and go forward. Track file: https://drive.google.com/file/d/1rmY6RnfWXIMLTi7wAldJXfvGX89-Jov5/view?usp=sharing Random trackfile for random realistic bug occurence, only the last 120 seconds of trackfile need to be paid attention to, showing a random occurence. As trackfiles are completely unreliable too (for how many years now ?) I hope the issue is correctly shown when the track is reviewed on a random system. I do not run screenvideos as I have no application for them, also the "need trackfile" is the constant response and seemingly the only evidence accepted (instead of actual clientside logs, or at least a QR code based log in the track).
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