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Since MSI update, hornet radar is super borked. NWS does not swap L&S and DT2 designations in TWS or RWS mode, nor cycle through valid tracks if no DT2 selected. There doesn't seem to be anyway to select a target other than the currently selected MSI L&S. I've had some luck spamming the hell out of designate over the DT2 but it's unreliable. To reproduce: playtest the hornet radar for literally any amount of time. Track file N/A. This isn't on the list of known issues...how was this not caught before release?
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reported earlier Beacon/Nav Lights Excessive Bloom Orb size
Cgjunk2 posted a topic in Bugs and Problems
Hello all, I don't own the CH-47, but my graphics card is often its victim in MP servers (sorry, couldn't resist). I use VR. One of the problems I've been having is being subjected to excessively sized and overly-luminous light bloom orbs from the nav, beacon, and position lights. This happens in severe clear weather, so there is no reason to have any atmospheric light scattering effect. Also, besides being excessively sized, the relative size and luminosity of the orbs do not change to match increasing distance from the light source. Basically, the light remains the same absolute size and brightness on the screen regardless of distance. When you are 7 or 8 miles away, the red flashing beacon lights on the CH-47 look like a 2000lb GBU flash-bang grenades going off every second. The nav lights create a orb/bloom capable of hiding multiple Ch-47s behind it. These excessive light orb blooms have been a problem forever on DCS. However, It does not seem to be an impossible problem to solve, because the F18 had huge light orb blooms for years until they fixed them about a year or two ago. The carrier landing approach lights also had excessive light bloom which made the meatball unreadable. I think they made the IFOLS overlay to address the fact that the light orbs made reading the lights impossible. Regardless, they fixed the carrier lights for a short time and they became much more realistic, and perfectly usable. Unfortunately, they broke the IFOLS lighting again on a subsequent build, so it's back to being a completely unreadable bloomy orbs that obscure the landing area once you're initially turning into the groove. Now that I think of it...while I say these light-orbs are a problem...I suspect they actually are more of a rendering decision instead of an actual technical bug. I recall that these light-orbs were actually considered and defended as "correct as is" on the F18 for years before they actually fixed them, but I'm not sure if the developers were seeing what I was seeing through VR. In any case, the current orbs on the CH-47 are as bad as they ever were on the F18 back in the old days. -
after some posting this problem on hoggit reddit, i check to see if this graphic anomaly is happening for me, and i can confirm this issue exist for me. ON DESKTOP (NOT VR) i went to multiplayer, jumped into Mi24, refuel rearm menu to request LMG so that a kord can be loaded to the gunner position, when i move my mouse left and right, i can see the a grey wall when i move mouse right to slew the player view to right, but when i move mouse to left, i can see outside of the door gunner port to see the terrain normally and expected.
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The F-16C module's left wing features a mesh gap when it flexes and you can see the other side through it. Not livery dependent. It can be seen on first person as well. Additionally, on the left wing, there is also strange warps on its slats and wing geometry leading edge leading up to the wing tip station that is not present on the right wing. Also when it flexes. This is present since I got the module in late 2023.
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Hi, in a night mission,I noticed the backlights for the rear panel seems not working. (I mean this switch and knob by the way) No matter how I adjust the knob or turn the switch,it always looks like this,only the WCS BIT lights up in the dark. I searched some videos online and I think maybe it should look like this when it's turned on?(pic from old BS2 video) Here is a short track.Ka50 back panel lights.trk Also here are my graphics settings in case if they are useful. This one may cause some headaches for cold start during night,hope for a fix. Thank you.
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Hi ED and everyone else, I'd like to bring an issue to your attention that has been bothering me for a while in other aircraft but since I've recently got the F-4 it has become a real problem since I cannot access all weapons, in the Phantom it concerns the pylons 2 and 8. IMO it's a DCS/ED issue, not Heatblur though. The list is simply too long to be fitted into the popup list that is limited to the 2D rearming window and appears to be not scrollable. As you can see in the screenshot, I can not select any weapon below the Walleye. I post this in the bugs section because I have not found any (scaling) setting that would affect this popup list. If there is, please bear with me and point me to the solution If this is not an issue on my side but an oversight on devs' behalf I'd like to ask for a scroll bar or auto scroll feature if you point the mouse at the last weapon in the list, first weapon respectively when scrolled down. My resolution setting ingame is 3840*2160 so the mirror window fits my screen if I lose focus due to my second screen. GUI Scaling and Message Font Scale are both set to 1 but changing it didn't affect this popup list. I have added screenshots of the list and of my VR settings Thank you! Marc
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Any chance of having the PDL lights get reworked for night time? Or a radio option to bump up the brightness, these are LEDs after all. Left side (forward and aft)is fine. But the right side (elevation) is really really tricky to see at night. Or even have the aircraft turn the white lights on pointing to the middle of the aircraft. I know there is a mod, but I don't think everyone in my community wants to download a mod for a night time flight. The real deal.
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During the F16 ECM mission i get to a point where I launch the AGM88 at the SA8 then continue forward waiting for the other SAM to lock onto me so I can pop chaff. The moment the RWR detects a lock, the game crashes. I've tried it probably 5 times. I cant post a track because of the CTD but i attached the log. I did a slow repair and deleted all mods and additional files so I could run a clean DCS. Didn't work. dcs.log dcs.log.old
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reported earlier Corsair Landing Gear appears down in Multiplayer
bitboy posted a topic in General Bugs
Hi, Ever since the release of the Corsair, in Multiplayer the landing gear is down when you're in flight (despite having retracted the gear). While this doesn't appear when you view your own airframe, other players will see your gear down. Also this appears to have an effect on airspeed. Please fix this pretty obvious bug as it wrecks immersion. Hopefully this will be fixed in the next update, although I see no mention of it in the Friday newsletter. Thanks -
When flying the F-4U in MP, the aircraft is impossible to get above 200 knot indicated. A check of the external view of other player F4U's shows the landing gear extended on all of them. This is despite the gear appearing up on the players own F2 view as well as according to cockpit instruments. Suspect that the sim is seeing player landing gear as down and thus limiting maximum speed.
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Hey all, I've been trying to build a table of Units that have radars. I created a simple test mission (attached) that has a bunch of Groups (AWACS, Fighters, Transport Heli, Ticonderoga, EWR, Hawk Battery, NASAMS battery, etc). The mission simply iterates the various Groups and runs Unit.hasSensors( Unit.SensorType.RADAR ) on the various Units within. The results all seem correct for the Aircraft and Naval Units, but incorrect for the Ground units. For example, all of the NASAMS and EWR units (including the NASAMS Search Radar and the two versions of the EWR AN/FPS-117 Radar Unit return FALSE for the radar check. On the other hand, every Unit in the Hawk Group(including the Launchers and C2 vehicle) returns TRUE for the radar check. Edit: After some more investigation, it appears that the function only evaluates the FIRST UNIT in the Group. If the first unit has a radar, then EVERY unit in the group returns TRUE even if it doesn't actually have one. Similarly, if the first unit DOESN'T have a radar then each of the subsequent units is also regarded as being "radar-less." I would assume that this isn't the intended behaviour since it clearly returns incorrect results. @Flappie for visibility. Radar Network Test 01.miz
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Even if the spawning slot 2 is selected for the helicopter in the Mission Editor, it will spawn in slot number 1. And if there is two helos on the ship, first spawn in slot 1 and second spawn on top of the first one---> A big crash. In sp slots seems to work ok.
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- helicopter slot
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When the generator (SGS-30U) is switched off, the "generator #1/2" failure light does not light up, based on the manual, the failure light shouldn't light when the generator is switched on and should light when it is switched off or when the generator fails (on the screens I have specially written the gen1 failure). A tip: on left correctin, the alternator failure should not light up. On the right correction and with the generator switches off, the failure should light up.
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Pilots heads Position mismatching between internal and external views. in single player only for pilot and in multiplayer for copilot and crew chief.
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When loading multiplayer replays game crashes or drops to to desktop. Tried 2 servers, clean install, file integrity checks nothing helps and the problem is reproducible. Attaching replays and a crash log. Cold-War-Syria-v182_DME1-20231228-015508.trk dcs.log-20231228-072742.zip
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Hello, We noticed an issue with GBU-16 in loft bombing on the F-18: the unguided ballistics is so long (2000') that the bomb never acquires the laser spot if we try to guide it. Therefore the bomb is always long and unguided. By comparison, an unguided GBU-12 in loft bombing is approximately 700' long, and can easily be lased to its target. Self-lasing loft bombing with GBU-12 is indeed quite effective. The attached tacview track will illustrate this issue: first pass is guided GBU-12 (direct hit), second pass is unguided GBU-12 (700' long), third and fourth passes are unguided GBU-10 (2000' long, laser ont target, climb 25° and 40°), last pass is guided GBU-12 (direct hit). Tests with GBU-10 are pending. Did anyone notice this issue already? Did anyone managed to do loft bombing with GBU-16? Thanks! Test GBU-12 and GBU-16.zip.acmi
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Hey you guys at ED have been doing some really good work with the new maps and improving performance, but the issue with the A-10 pitching up needs to be addressed once and for all. I was coming in to land and as I come off the overhead break and drop my landing gear the jets starts pitching down then I add a ton of trim to keep the nose up and once I get about to the overrun bam all that trim, I put in catches up and the jet starts pitches up almost stalling. I'm close to 1,000 hours in the A-10 at this point so I've seen the issue more times than I'd like... I would have sent a track but the file was too big besides there have been a number of reports on this.
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My brother (@Brother_Leb) and I repeatedly fly a very lite mission on a self-hosted server with no mods and only 2 jets and like 5 static objects. Recently we both are receiving the following error when trying to load Replays of our flights: Here is the Track file: server-20250520-204029.trk Here is the crash log: dcs.log Here is the miz file: Paphos_Airshow_FILMING_v5.miz Here is a related issue, but I believe they may be different: https://forum.dcs.world/topic/343255-dcs-crash-when-loading-replays/#comment-5380922 Does anyone know why this could be happening? I flew a solo flight (on a multiplayer server I hosted with the same details as the logged flight) the other day, and I can replay that flight just fine. Its only when my brother flies with me that the issue occurs.
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- crash
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reported earlier Disperse under fire issue
Ramses823 posted a topic in Ground AI Bugs (Non-Combined Arms)
I notice that disperse under fire isn't working for AI for some reason, this is a command I use often but now it isn't working; basically I have ground units I want to stay in a particular position but once they are fired on now they are moving around heck even my ground crew that I have at the airfield changes position once the firing starts although they are nowhere near any combat action very strange behavior. this is happening on the Afghanistan map I'm not sure if its happening on any other maps. I tried to upload the track file but even after letting the mission run for less than two minutes it says it's too big to upload. -
828 radio will now automatically tune to selected channel, there is no need to press tune button.
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