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Showing results for tags 'reported'.
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from todays patch (DCS 2.9.17.11733) CDU goes blank when you try to enter Proc/Patterns sub menu. Becomes visible again when you select another main menu item (top row of buttons ) this is in both VR and flat screen cdu - proc -patt.mp4
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Hey everyone, I setup a mission with random failures and noticed that engine oil and hyd leakage failures do not produce any impact on the hornet. I made and attached a dedicated track file showing both of these failures triggered and yet no impact on the engine oil pressure (and it keeps running) or hyd pressure after ~1 hour flight time. I assume this is a bug considering these failures are listed in the ME, but if not please let me know! Also happy to provide any additional information you may need. FA18_RF_BUG_RPT.trk
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Pressing the horn keybind Lctrl+Lshift+Lalt+8 makes the horn get stuck. It also happens if you assign a joystick button.
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The apu, turbine, and transmission sounds seem to have been stripped of mid and high frequencies as heard inside the cockpit. The apu is nearly inaudible, and the turbine sounds are very quiet. I can hear the transmission loudly, but the character has changed into something else without the full spectrum of frequencies. The “hear like in helmet” option was verified to be off.
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Shouldn't this be "TENS of M.PH." not "TEMP of M.P.H"? Not really sure what the Temperature of Miles per Hour is, but it's definitely not how fast you're flying.
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With the recent update the Bullseye data when enabled shows up fuzzy on the FCR and clear on the HSD. I noticed the same condition when swapping the FCR from left to the right MFD.
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Sorry if my english is not up to par to report this because I'm not familiar with the terminologies with the different tracking and pointing methods. If you order George to search the area, in this case "forward area", then slave him to a point before ordering him to scan for targets on that point. The TADS/George will get stuck in a looped glitch. It wasn't like this prior to the latest patch, I think, but definitely there is a bug. Shown here in a unlisted video (youtube). Need the link to access or watch it embedded here: The track file came from the flight on the video. Track and mission file attached bellow. Simple Caucasus mission in air start made in mission editor. The issue can be shown on the track or verified in less than 2 minutes. Steps to reproduce: Forward area search. Point, using the button you order George to fire a weapon - > Slaving George to the current point of interest, in this case Waypoint 1 where there are a few armored vehicles). Search, using the same button above, after TADS is slaved to the POI (waypoint 1 in this case). Glitch occurs like George is changing TADS FOV indefinitely while scanning the forward area at the same time. This does not occur if you order George to slave the TADS to a point from a fixed TADS or with TADS somewhere else but searching the forward area. Scan at point after forward area search bug.miz Point Bug.trk
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Double bug. Simple mission 2 flight F16 baddy taliban in afganistan, ordering the AI to attack it first refuses many times, finally it attacks and goes in guns gun, even though it has 4 GBU12s Even though this is a small simple mission with less than 100 units, the sniper pod tracking breaks, and on the track the pod is a very diffrent place than it was during the mission, I have no had this happen to Lantirn or lieting pod. Norwegian sniper-20250817-114109.trk
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Hi everyone, While there's a couple of threads already about Harpoon launch issues, these pertain to ships that shouldn't be firing Harpoon in the first place and don't have launchers for Harpoon. However, the same doesn't apply to FFG 7s and their Mk 13 Mod 4 GMLS, which should be perfectly capable of launching Harpoon. Unfortunately, it seems that sometimes Harpoon will explode almost immediately upon launch, doing significant damage to the ship and destroying the launcher. Unfortunately, I can't quite see what's going on - there's a miniature SM-1 floating on the launcher, that remains present after the launcher is destroyed, perhaps the missile is colliding into that? The only clipping I can see is of the folding wings and fins. OHP_RGM-84_LaunchBug_SlowMo_Ahead.trk OHP_RGM-84_LaunchBug_SlowMo_Rear.trk OHP_RGM-84_LaunchBug.trk
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no lock.trk Hello all, Today I was running a dogfight I often do with the Hornet. It's actually the 2v2 DACT training mission from the F-14 instant action folder with the Hornet swapped in for the Tomcat. I was not able to lock anything with TDC depress. I checked my bindings to make sure it was still there and it was. I checked the patch notes for indication that the process of locking targets with the Hornet radar has changed, and to my understanding nothing involving what I was doing has changed, so I thought I'd drop this track here and see if I am indeed doing something wrong or if the process has changed in a way I didn't understand.
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reported [DCS 2.9.17.11733] F-5E Remastered cockpit issue.
ThorBrasil posted a topic in Bugs and Problems
As you can see, the shadows are flickering and the belt is inside the ejection seat. 3D issue. It only happens on the F-5E. Thank You! -
reported Undercarriage Problems in 'Replay' (Track!)
Raptorattacker posted a topic in Bugs and Problems
@BIGNEWY @NineLine @MotorEAST Why? Why? WHY? A well documented and commented on and even Ticketed problem STILL persists with the Thunderbolt, the Mustang and the Mosquito's undercarriage problems in Track/Replay. I am trying to video my Thunderbolt (in this instance) to illustrate my custom skin (which I do very often, to show what it's/they are like in-game. I CAN'T)!! This was what my Thbunderbolt looked like after an almost perfect landing on the WW2 Marianas map and taxiing to the parking space... The wheels were sunken into the terrain, the rudder had shaken itself off and the tailwheel was non-existent despite the plane being supported by a 'ghost version' of said component. PLEASE can you get something done about this problem, personally I have spent over a hundred quid on these three planes, only to not be able to see them in their full glory. I have sent many .trk files in about all three and many videos of the same, PLUS several tickets so please don't ask me for any more... Hopefully yours Rap -
reported Strange issue with landing gear (STILL!)
Raptorattacker posted a topic in Bugs and Problems
Recently, on 'replays' the lading gear has started behaving in a VERY peculiar manner. The animation on the suspension starts jiggling wildy, one of the front wheels 'sinks' into the ground and then (sometimes) there's a huge crash as if I've completely colapsed the gear or run into a vehicle (when I haven't)! The gear warning light is also very random... NONE of this is happening whilst I am actually IN the plane and flying/landing. Only when I watch it back, which is making it nigh-on impossible to create any replay video of my stuff. It also happens on my Thunderbolts and my Mosquito, all with the new suspension animation coincidentally. Maybe it's something related to that? No such thing on Spits or Ratas or German planes as far as I can tell... ???? I have attached tracks (of both the Mustang and the Thunderbolt). The reason they are in link format is because the tracks are just a little too large for the upload limit and it's hard to reproduce in a rush! https://mega.nz/file/9jZWTARI#6tty04Z89i78AMCy8it00EAZLyIwOrJyUKttivuvgYk https://mega.nz/file/srJjQIBL#bv4_Sym0PAk9tkcCIQLNk7IbL6QTeJc5n0wY4_xXw8o https://mega.nz/file/l74DkZoD#1duON7E46SpJIu0XrbUvAIXplozs2Tmw9nOEZn9rTVs ... and here's a video of the problem from in-cockpit. NB The videos are 'unlisted' so as not to be available to the world! As you can plainly see, it doesn't particularly matter wether what map it's on or what surface ON the map. As I've said, the ONLY time it happens to me is with the WW2 planes with the enhanced suspension animation. It really is ruining my enjoyment, not being able to do anything with the 'replays' and I have no way of telling wether it happens or not because when doing the actual mission there is NO hint of it. More Track Files as well... #2.trk #4.trk I look forward to your reply and thanks in advance Rap EDIT Yet MORE evidence of this increasingly horrific problem... This time I have ALL the correct evidence, in case that was the reason for there being not even an acknowledgement of the problem, let alone anything else. I'm not in the game of being stroppy or impolite but this really IS a probelm that I can't see a solution for at MY end, leading me to the conclusion that it is at your end. I only generally fly WW2 planes (I have bought them all), despite owning quite a few other types and this is now becoming a real distraction as I KNOW that the chances are that I can't look back on my (normal in-game) antics, even for problem-solving things I may have done wrong OR right in a mission (I don't use Tacview as I don't particularly like it nor feel it should be necessary)... Particularly notable are the AOA readouts in the bottom info bar, they're all OVER the place and that's just taxiing!! Anyway... Gear again....trk Gear again... AGAIN.trkMosquito gear... AGAIN.trkLogs.zipDxDiag.txt @NineLine??? -
In this video there are several things that are not consistent with IRL behavior: 1. Launcher which is in combat readiness mode has elevated RAMP. In DCS ramp is down in transport position. Ready battery has RAMP always erected. 2. Once the fire control radar starts rotating (to acquire assigned target), the launchers selected by commander should also start rotation at the same time. This reduces the needed time for launch, since launchers are already per-positioned. 3. There are 2 targets in this example: 1. first target is heading toward battery, the radar looses track of this target briefly, and transfers toward second target which is outside of range 2. second target beams the radar and goes cold at edge of maximal ceiling, IMHO: the AI made here the wrong decision, it should actually try to locate first target on different azimuth, but it keeps tracking the second target too long, thus wasting opportunity to hit first target while getting away. Timestamps: 00:12 1S11 search radar rotating at high speed has acquired target and transferred to 1S31 (round dish, turning toward target) 00:39 1S31 looses track, now 1S11 assigns new target cold target, 1S31 turns again, launchers stay in transport configuration (ramp down) 01:14 Checking F10 situation, first target enters again into the cone of the 1S11 01:59 Measuring the distances to both targets: first 17km vs 45km for second 02:16 1S11 station assigns first target to 1S31, which turns but launchers stay in transport configuration 02:57 First target exits threat ring. 03:27 As targets start turn toward airport and beams the radar, 1S31 still tracks, but launchers still stay in transport configuration For better understanding I have provided short overview: Short introduction on workflow inside KUB radar 1S91 radar actually consists of: - 1S11 search radar - 1S31 precision tracking and illumination radar - TOV sensor. mounted parallel to 1S31 Crew consists of: - Commander, who sits at launcher and missile panel and has following duties: - decides on target selection - controls launchers, missile readiness and launch, as well as communication with regimental command and his own launchers - Operator 1, sitting at 1S11 station, - consisting of: - round horizontal situational display and rectangular - detailed horizontal situation display showing detailed picture - duties: - receives the target from commander and select it on round horizontal situation display - uses detailed horizontal situational display to start tracking of the target - he then positions rough angular position of 1S31 radar (at this moment the 1S31 radar rotates, as well as launchers) - he then transfers target to Operator 2 - Operator 2, sitting at 1S31 station - consisting of: - angular target display - distance display - duties: - once the target is transferred to him, performs precise adjustments and establishes lock with 1S31 - controls TOV (for TV tracking or battle damage assessment) - Driver, moves the vehicle if commanded. KUB_Launchers_not_turning_when_1S31_is_turning_and_tracking.miz KUB_Launchers_not_turning_when_1S31_is_turning_and_tracking.trk
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update looks good, whilst checking the details / updates i ran in to these. Gap in ground -camera 78.668887 1.905579 270.809218 -cameradir -0.336686 -0.429071 0.83817 Weird wall's -camera 75.204481 1.818567 272.915735 -cameradir -0.158311 -0.208943 -0.96502 Tree through building -camera 79.496264 1.846249 262.799602 -cameradir -0.183669 -0.266759 -0.94610 Akward elevation -camera 77.644519 1.888519 273.102521 -cameradir 0.912503 -0.303970 -0.27375 Akward waterway's -camera 79.458678 1.808526 276.163650 -cameradir 0.967789 -0.201339 0.15115 Bridge -camera -259.386621 1.032934 -46.885197 -cameradir -0.826349 -0.361326 0.43196 Weird? -camera 122.771216 1.517924 274.471822 -cameradir 0.547517 -0.215264 0.80863
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This was pointed out by Cowboy 307 on Discord. Not sure if aircraft specific, but when doing the F16 Air Refueling Instant Actions on Caucasus and PG the AI F16s continue to get in line for refueling even if you call Intent to Refuel far out like in the PG instant action. Weird part continues when you abort refueling, the AI F16s will also abort but stay with the tanker. When calling for Intent to refuel again the AI F16s will go right back to refueling. The only way to stop this loop so you can refuel is to get in line right behind the AI and as soon as they get done call for Ready Precontact. Attached are the two tracks and should be around 5 minutes each give or take. Caucasus AAR F16.trk PG AAR F16.trk
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A long-standing issue (probably, I believe it's also known as 'dirty canopy' since 2019) with the Tiger is that the cockpit's glass becomes exceedingly 'foggy', or 'dirty' when at a certain angle to the sun. I could fix this with a simple patch to the glass shader. With the entirety of the shader files now being part of the integrity checks, this fix has become inaccessible because we no longer can patch the glass shader. For reference, this is how the glass canopy currently looks when the sun is at a certain angle. In this screenshot, I'm turning final for landing. Points for anyone who can tell me which map. Bonus points for telling me which airport This was easily fixed by toning down the canopy reflection value in the glass shader. Now, after modifying shaders is off-limits, I no longer can fly the Tiger. Note: this also affects the Mi-8 (glass becomes opaque) and Huey (excessive cartoonish cockpit reflections) Screenshot was taken today (20230718) in current OB, no mods, VR Thank you for looking into this.
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Will the SU25s get axis's for brakes any time soon? it's weird not being able to use my rudder pedals for the brakes on only this aircraft. is there a reason the real aircraft doesn't use an axis type control?
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Hi,I noticed that the ABRIS FUEL quanity displayed on the MENU/PLAN page,NAV/FPL page and NAV/SEARCH/INFO page doesn't get updated or match what I manually entered on the MENU/PLAN/EDIT/FUEL page.(They don't match fuel meter either) Fuel quanity I entered: What they showed in MENU/PLAN page,NAV/FPL page and NAV/SEARCH/INFO page.(after save and re-activating the new flight plan) (updated title,content and re-uploaded the track because after more testing I find I made some mistake previously.I guess all the things in the previous long post are related to this one.) Ka50 ABRIS NAV FPL FUEL REM.trk Thank you in advance.
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Noticed after last update that jdam and gps guided weapons don’t show a steering line anymore? The LGB seem to work fine and show a line. Did something change or is this a bug?
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A new guy stumbled over this and reported it in the discord. I never did notice this myself so I am not sure its a (recent) bug or has been like this all the time... For some reason the Escape menu lists "manual" in the Huey and when opened it does introduce the player to game modes. Is this intended?
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reported edCore.dll Crash - b2DynamicTree::RemoveLeaf + 0xBB
Heart8reaker posted a topic in Game Crash
Hi, We've been having these crashes recently on Kola, random, reported by multiple clients in multiplayer. We're still uncertain if it's caused by the Kola map or DCS core itself. Can you please investigate? Thank you. 2025-07-27 18:19:17.284 INFO EDCORE (16768): # -------------- 20250727-181917 -------------- 2025-07-27 18:19:17.284 INFO EDCORE (16768): DCS/2.9.18.12722 (x86_64; MT; Windows NT 10.0.26100) 2025-07-27 18:19:17.285 INFO EDCORE (16768): D:\DCS World\bin-mt\edCore.dll 2025-07-27 18:19:17.285 INFO EDCORE (16768): # C0000005 ACCESS_VIOLATION at 00007ffc8fb44cdb 00:00000000 2025-07-27 18:19:17.286 INFO EDCORE (16768): SymInit: Symbol-SearchPath: 'D:\DCS World\bin-mt;', symOptions: 532, UserName: 'kevin' 2025-07-27 18:19:17.286 INFO EDCORE (16768): OS-Version: 10.0.26100 () 0x300-0x1 2025-07-27 18:19:17.286 INFO EDCORE (16768): 0x0000000000024cdb (edCore): b2DynamicTree::RemoveLeaf + 0xBB 2025-07-27 18:19:17.287 INFO EDCORE (16768): 0x0000000000024656 (edCore): b2DynamicTree::MoveProxy + 0xB6 2025-07-27 18:19:17.287 INFO EDCORE (16768): 0x000000000003e6b4 (Effects): Effects::loadShipWakeConfig + 0x2304 2025-07-27 18:19:17.287 INFO EDCORE (16768): 0x000000000003efae (Effects): Effects::loadShipWakeConfig + 0x2BFE 2025-07-27 18:19:17.287 INFO EDCORE (16768): 0x000000000016a281 (Visualizer): smSceneManager::DestroySceneManager + 0x11261 2025-07-27 18:19:17.287 INFO EDCORE (16768): 0x0000000000170f4b (Visualizer): smSceneManager::regLua + 0x61BB 2025-07-27 18:19:17.288 INFO EDCORE (16768): 0x000000000015595c (Visualizer): smCamera_Implement::getClipRegion + 0x1C3BC 2025-07-27 18:19:17.288 INFO EDCORE (16768): 0x000000000013f74c (Visualizer): smCamera_Implement::getClipRegion + 0x61AC 2025-07-27 18:19:17.288 INFO EDCORE (16768): 0x000000000015a242 (Visualizer): smSceneManager::DestroySceneManager + 0x1222 2025-07-27 18:19:17.288 INFO EDCORE (16768): 0x0000000000033171 (edCore): ed::thread::_get_current_thread_id + 0x71 2025-07-27 18:19:17.288 INFO EDCORE (16768): 0x00000000000037b0 (ucrtbase): wcsrchr + 0x150 2025-07-27 18:19:17.288 INFO EDCORE (16768): 0x000000000002e8d7 (KERNEL32): BaseThreadInitThunk + 0x17 dcs.log-20250727-181917.zip dcs.log -
Hi guys, This is one of my first proper high fidelity modules that I am learning from. Can you guys fix the training missions please. Training 6: Unguided Rockets Training - the gun depression doesn't work. I had to set to 020 which does not move the training markers, and then press master arm to get the instructor moving forward Training 7: Air to Ground DEFA Guns Training - the gun depression doesn't work Training 8: General Purpose Bombs - the gun depression target doesn't work, so dropping the bombs is just guess work Training 9 Anti-runway Bombs - same problem as Training 8 Training 13 - Wet Takeoff - I got the engine relight but with the weather, the plane can never take off as the winds are crazy (even with full power). Training 14 - IFR approach with Blind Flying Hood - it starts with the hood, the instructor isn't active at all. No instructions show up on the screen. Do not know what to do here. Plane is just flying. This could be an excellent airplane to get newbie like me into high fidelity. I was not at all overwhelmed with the aircraft, just want certain things to work during training. Thanks
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After bombing AAA emplacements leader task to engage technical 300 meter from main building, but it was already destroyed by lead's gbu38 dropped on east AAA emplacement .After doing circles searching for the vehicle I did shoot to a random truck that was in the area and immediately a audio call was played saying that the technical vehicle was destroyed literally second after I launched my mav.