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Showing results for tags 'reported already'.
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Hi. I have an issue sometimes that when aiming and lasing something with the TEDAC, the bullets seem to be off to one side, making it very complicated to aim since you have to eyeball it and it's a very inaccurate way to do it. Granted I do not boresight the ihads in the front seat, but it shouldn't be needed. And I also take off before waiting the INS, but I don't think that's the cause either, because it seems to happen after some successful shots, it doesn't happen from the beginning. Anyone else has experienced this? is this a known bug? Next time I'll try waiting for the alignment, see if that makes any difference.
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The AIM120 cannot successfully hit me when I turn on the ECM and continue to maneuver.(Premise: The plane that launches the missile cannot keep locking onto me, otherwise the missile will still hit me, so I will also launch a missile to drive the enemy plane away) apparently, we have a minor problem with our missiles again. The above applies to both AIM120 and PL12. ECM ON.trkECM OFF.trk
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If you lock the brake on one wheel and turn the aircraft on the ground, the wrong wheel turns. The pivot wheel rotates and the other wheel locks. There's another problem regarding the landing light. It's shown before I taxi out. P51TestsExternal18Apr2024.trk
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playing yesterday on 4YA server. Two of us, two flights, same thing happened each time. Flew up to 5km or so. dove on bogeys - Altimeter and Speed indicator freeze up. All circuit breakers are in, so heating on pitot tube should work. In one of the flights mine "unstuck" after i dove down, but on second flight, it did not despite flying low for quite some time. So I'm not sure if this relates to freezing or not... What did we miss ? I couldn't find anything in manual. Thanks
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reported already Trains don't respect destroyed bridges
334th Raven posted a topic in Bugs and Problems
Hi ED Development Team, When building a train mission I realized that a train continued crossing bridges even if they were destroyed. To overcome the issue I've tried the following: a zone which sets the train speed to 0 - didn't work a zone which turns of the AI off the train - didn't work What ended up working somehow, however it's not feasible, is setting a hold task and stop condition for it, however this would mean that a custom mission framework would have to be added when bridges are destroyed to create zones around them, then push hold tasks to the trains as they enter the zones, etc - quite a lot of work for a workaround, if there's a fix that could be done the same way it's done for vehicles, which re-route if the bridge they were planning on crossing got destroyed. Would it be possible to address this issue as soon as possible? Trains are really a nice asset in WWII scenarios and would spice the missions a lot if destroying bridges would affect the train supply lines. Thank you! -
Attached is a sample mission on Normandy 2 showing the issues basically trains have a couple issues 1) Cant Stop Wont Stop: first and foremost: trains refuse to be static, they ignore hold, they ignore setSpeed(), they ignore waypoint speed of 0, combine that with them bouncing off their last waypoint to run in reverse and you cannot stop trains without destroying them. If you try to spawn a train with 0 speed and no waypoints it just wont spawn if you give it a single waypoint at 0 speed it'll go at 11 knots If you set that waypoint directly in front of the train it'll be static but the cars will be squished together (see train labelled squish in sample or attached image) 2) How do I navigate? This part may be more of a Normandy 2 issue I'm not sure,but it seems many tracks you HAVE to start a train going a specific direction, eg in the port by Granville I cannot start a train at a pier and have it exit the port, i have to start outside the port and enter it further many of the points where the track splits the train cant get a path and wont spawn if you try to give it waypoints past that point train bugs.miz
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With the implementation of MT, many more players will be able to up their settings and experience the detailed, realistic, shimmer-free graphics this game is capable of. I know I was and, for a while, I flew in VR with unbelievably immersive cockpits and landscapes. But then I had to turn everything down again to a fuzzy, pixelated mess because, at the higher resolution, I simply had no chance of spotting other aircraft. So much of the work done on the game, including MT, will have limited benefit as long as players have to choose between better graphics or competitive spotting. Please fix this. 14/04/2024 - Guess what? It’s fixed. The spotting as currently implemented works for me in VR at hi-res. Thanks
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Binding "Brake Override Switch, toggle" works as ON only. ON/OFF bindings work as advertised, but the toggle does not toggle. BTW: Strangely enough, it is called Brake Override in the cockpit and bindings, but the string "Brake Override" (or any "override") is nowhere to be found in the manual - where it is referred to as "Brake release switch/circuit breaker" and the function is not well explained (unless hidden elsewhere). EDIT: Similarly, "Canopy, toggle" seems to work only as "Canopy OPEN", it definitely does not close - and from both closed and vent positions it only opens the canopy. EDIT 2: To my horror (because half of my bindings are now useless ;-)), many other toggle bindings do not work, e.g. the left CBs (all eight) don't. Similarly, "Fuel Quantity Indicator Dimmer, toggle" works only towards NIGHT position, carburetor hot/cold goes one way as well, etc. I appreciate the theoretical flexibility in bindings - for me, the binding for next/previous + toggle + each position is a control freak's dream come true - but all the options have to work. Reliability in binding departure is a great thing I like to lean on.
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reported already CBU-105 have low damage on tanks after update
JarrodR5 posted a topic in Weapon Bugs
Hi, After the 2.9 update CBU105 seems to have very low damege on tanks. I've tried toss it (CCRP via TGP) on T72s, T80s and T90s, it can only cause 10% - 22% of damage, I've tried it multiple times both online and in single player mission and get the same result. Attached track file is one of my tried in single player. I have no idea if this is precisional bug or damage bug instead, but it doesn't seems right that for penetrable 105s deal CBU103-like damage. Correct me if i am wrong or see if this is a new bug? Thanks! F16CBU105.trk -
Can you please provide more details about this new feature? @Flappie @BIGNEWY I'm looking forward for the followings: Troops do need to have the "embarking" task assigned in ME? Which is the Max Distance of troops to be embarked. Which are the vehicles capable of embarking troops? Found out for example that APC AAV-7 Amphibious is "colliding" with the troop to be embarked, hence the soldier cannot embark in it. How many troops can be loaded. IS this number related to vehicle type? If yes, can it be dynamically checked or at least there is a chart for the max troops to be loaded? Overall, this is a very much needed function, thank you for that!
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All tankers: the tankers navigation lights are off until the player who called intent to refuel is within .5nm. This makes it very difficult to close with the tanker, it would make a lot more sense if the tankers were either always running with their navigation lights on at night or turned them on at a greater distance, say 2nm. KC135 specific: The line up lights are switched off the instant you get the transfer complete call. I'm talking about the fore-aft and vertical alignment lights, meaning once you get transfer complete you are suddenly staring into blackness where there is a giant aircraft that you cannot see. This is not reasonable, these lights should remain on at least until the refueling aircraft is clear.
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In the current open beta (2.8.7.42583) when laser guided (aided) weapons like Mk-151 APKWS and GBU-54 are loaded on aircraft the DSMS page shows no weapon name on the appropriate position. Only laser code and ALN RDY cycles on second line. Before this patch it worked correctly. I have tried this in singlethreaded as well as multithreaded version of DCS. On PG and Caucascus map. Steps to reproduce: Cold aircraft (I have used the Cold And Dark instant mission for A-10C II) Equip GBU-54 and M151 APKWS weapons to proper positions (e.g. 4/6) Start-up the aircraft and hit Load DSMS when appropriate. Results - se attached screenshots of DSMS, positions 4 and 7 + weapon management window + screenshot of actual weapons under aircraft. I believe no trackfile is needed for this. Mods installed: UH-60L, C130, A4E aircraft SRS installed, DCS Scratchpad installed, Twitch2DCS installed.
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I wasn't sure if this is a bug report or just my ineptitude, so I thought I would ask here. When Rockets and Bomb is loaded I can not fire the rockets. Bomb will release but no rockets. When taking off radio menu is available. After take off I can not select the radio menu? Wingman is herd but I cant communicate? This is regardless of whether easy comms is on or off? There is a "Mirror left glance" RWin+N, but no mirror in the cockpit? Thanks David
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Hello everyone, I got stucked with the "AI Task Fire at Point". Initial Situation: The Enemie is in sight an range, but the friendly unit only should shoot at the marked Point. (When the Pilot arravies it should seem like a firefight) Problem: When i create a Task for any ground AI it seems that they ignore the Task and attack the Unit directly. I tried 'Hold Fire' and 'start the task with Flag' /Ki Task Option / only attack flightunits in connection with the Task. But the units always attacks them directly. Is there any mistake by user, Is this a bug or wanted? best regards