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Found 4 results

  1. Fresh DCS install, no mods whatsoever. Made a 15 sec track. Spitfire is my absolute favorite. What I describe below is new behavior I'm quite certain. This bug is specifically about the electric starter, not the whole starting sequence. Description. 1) Spawn Spitfire on airfield as "Takeoff from ramp". I.e., engine stopped and cold. 2) Flip open start and booster covers 3) Hit starter button and engine turns over. Release starter button. Hit starter button again, propeller doesn't move. This is what my short track shows. Now the weirdness. This only happens when the first starter button press is very short (less than a second). If the first starter button press is longer, say 5 sec, it will not happen. Also, it will only happen once. Meaning, if I "Quit -> Fly again", it will not repeat. The autostart sequence (Right Win + Home) seems to always work when applied after spawn. But ... if autostart is tried after a failed manual attempt (as in the track), autostart will not move the propeller either. Modules: [I-16] [Normandy 1944 Map] [WWII Assets Pack] [Bf 109 K-4 Kurfurst] [UH-1H Huey] [F-86F Sabre] [Flaming Cliffs 3] [Spitfire LF Mk. IX] [P-51D Mustang] Free Mariana map NOT INSTALLED. Version, latest as of today. openbeta/2.7.16.28111/ Downloaded my track (above) and confirmed it runs as described. Spitfire manual start fail.trk
  2. Hi everyone, Would it be possible to change the 'START' time at waypoint 0 for aircraft to be desired takeoff time, for aircraft either starting from cold or hot starting from parking. Right now its function is identical to late activation, triggering 'group activate' at the time specified - which is already easily achieved (though involving a few more steps) via the triggers menu, making it redundant. Personally, it would be better if this time was the desired takeoff time, which would allow us to consider the time required to start-up and taxi (or just taxi for aircraft hot-started from the ramp). Right now, the ETA displayed only considers distance from the previous waypoint and airspeed. Of course, you can 'fix' the time and the ME will calculate the ground speed required to reach the waypoint, but if I factor in the start-up and takeoff time, it may set the speed outside of whatever the valid range is for whatever aircraft. This doesn't seem to be an issue (the ME doesn't flag an error, though it will draw a red border around the time and speed) though in aircraft like the Viggen, which has an automatically generated kneeboard containing the list of waypoints and waypoint parameters, you'll see an incorrectly calculated speed, which will conflict with HUD indications, which is obviously undesireable. This would also allow us to better define TOS directly from the mission editor, and use that to inform aircraft settings (this more applies to DTC improvements, but right now the Viggen will use the time set in the mission editor for TOS, though the problem is that it doesn't consider the time required to startup and takeoff, which leads to the above problem). This would also allow us to define a schedule for ATC to follow, which when/if it's improved should then manage aircraft such that they takeoff at the desired time (or as near to). Ideally AI aircraft would spawn at mission start (unless late activation is desired), then start-up (which should take a realistic time) at a time such that they will takeoff at (or as close to) the desired takeoff time.
  3. When in the editor selecting start from runway they start from parking hot. This happens in multiplayer only. To be clear, when you start the mission by your self they behave as expected, here taking off from runway. However, start that same mission file as a multiplayer session they start from a parking spot hot and taxi to the runway. Why is this an issue? If you have placed units on the ground at various parkings to liven up the airfield they potentially spawn into blocked parkings by stationary parked aircraft. Hope so see this issue resolved.
  4. Hi @Wags - EDIT: I found more evidence that you actually open the valves, so the label and animation are correct, and when you say "pneumatic valves - to close those" it led me to think there was a bug in label / animation as the voice instruction did not match the visuals in this case. Originally I thought -- I noticed the Hind has got reversed labels for CABIN PRESS knob. You close the valve but the label says OPEN. Here is the shot of the real thing: Label in the real Hind says Закр, which I believe is "close". Happy to be wrong about it Thanks!
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