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Showing results for tags 'wip'.
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With the release of the the new fog logic, I haven't been able to get fog to show at night. Fog will generate at sundown, but then it seems like the sun doesn't ever go down as long as the fog is there. Anyone else have this issue?
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Hello! before startup, to get pressure to open the cowl flaps, a couple good pulls on the hand pump is required. When pulling the hand pump lever with the engine off, the HYD PRES needle stays seated until the pump lever reaches the end of its animation, where the needle "pops" to roughly 1,000 PSI and then back to zero as more of a flicker, there is no smooth transition from a zero reading to 1,000. It's on and off. It's not game-breaking in any way, I can wobble pressure in and the cowl flaps open, I just think the coding behind the gauge is a little screwy :thumbup: Also, this may be colloquial and perhaps isn't a bug but right now the cowl flaps only seem to open halfway. I have more sim hours spent in the A2A P-47D-20, and perhaps the flaps operated differently in the earlier blocks, but I have included a picture of the flaps at near full-open for reference. EDIT: I will also add the cowl flaps once hydraulic pressure is in the system and holding, move very slowly. I know that in the real aircraft, you can only hold the cowl flaps lever as far out as you need it and full deflection on that lever would open and close them very quickly, but the action time could be decreased slightly and still be manageable. Thats my two squawks for now. I love this bird, thank you for your hard work, it flies like a Jug should!
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In the rain, in the rain... Minor thing I know but the Wiper in the Mossie is, and has been for me at least, US since delivery. The knob's there for it in the cockpit and moves but the wiper doesn't. At least I thought it didn't. I left it, maybe sometime a kindly ground crew Dev may drop a fuse in it or check the wiring to fix it up in an update. Until last night. I'd never had a look at the model viewer and loaded up the Mossie after a bit of fiddling. I came across a 'number 13' slider. The Wiper! And bugger me if it didn't work. I gave the screen a good clean back and forth, didn't seem to do any damage, had a whale of a time like a kid in a 70s scrapyard. So it works in the cockpit and works in the Model Viewer but, well, after that, it gets technically beyond my realms of understanding. So, any chance the Mossie could get a little attention please? I realise everyone's busy with pretty much any and everything else but if it's not too much trouble could a kindly ground crew Dev have a look at the few bits and bobs that need bitting and bobbing please? I didn't mention the radios, another thread... Cheers.
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if either one of the pilots switch on nvg, switched pilot will also switch on his nvg without user input. this also affects engineer position. if the nvg is switched on with user input, and pilot seat is switched afterwards, nvg will not switch off. it can only be switched off from the original pilot position, where the nvg user input was recorded.
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Took a flight down the Euphrates, multiple issues with the river being baked in and well a picture say's a thousand words. This was on the way to Al-Qa'im
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anyone with the same bug ? I get the vapor over the wing but no stream condensations after the apex.. any idea why =?
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The Hornet's lights are still "bugged" in the sense that they look different compared to other modules. They appear brighter, which is generally good, but something also looks a bit off (sprite scaling seems wrong and sprite opacity is "weird" for a lack of a better word). In any way, lights should be rendered the same way between all modules. And no... we don't need raytracing or other shadow-casting real-time lights: Sprites are perfectly fine for everything that's more than a few hundreds feet away... Then there's also the problem that lights vanish after only a kilometers or so. This issue is shared between all modules though. That other combat sim now supports aircraft external light visibility up to about 50km. That's the way!
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wip sa page step function not documented in flight manual
Coding posted a topic in Bugs and Problems
In the Hornet manual, the step function from the sa page is not mentioned at all. -
Hello I am not sure is this a bug, but it most certainly is an issue for me as I can't fly my plane. I wanted to took of on Syria map (Camp David) up north for an Sead sortie for fun and practise. So i sat in my jeff, press usual menue for taking jammer pod and 4 LD-10 as wel as usual 2 IR's on wing tips. After that was sorted, I removed covers and updated DTC, as I got distracted in home I just in case updated again as I forgot if I did it first time or not. SO I went and power on plane (Power and generator , usual 3 switches) but plane was dead. TO make this clearer I di not spend any battery power nor touched switched before that. Now on 2nd try I did same thing but this time I took center 800l tank instead jammer pod and rest as before. I managed to startup power and Betty, lights. I tried then to power on engine , flicked pump and engine control, moved throtle from detemnt to idle. And after I pressed startup button it did not reacted nor did anything. That happened in a row. It is funny as I did not had that issue on caucasus map. I did not tried in solo game to be honest. Track and log are in attachment (i thop they will fit). (nope). Track file is here: https://easyupload.io/n6y3ih Disclaimer: if you notice my beginner error somwhere, please do let me know as I love to fly jeff and would love to correct it. Thank you dcs.log
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I didn't fly the Mosquito for a while, being annoyed by getting a smoking left engine every single time for no reason at all. Now we received a few updates recently, I'm really surprised that this bug still isn't fixed. Is there any update on it? Other than that, I almost feel she's finished, performing well and fun to fly.
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I appreciate George will get detailed later, but can ED shed any light on the commands we might get? In Wag's latest Rockets video, we got a sneak look at CPG George, it appears we can tell him to at the very least; 1) Select/WAS a particular weapon and define config - Type of Rocket + Salvo Size, and I saw Gun burst length too. 2) Look in a particular direction to begin a target search. Upon commanded to search the CPG slaved the TADS to the PHS, but once a target was found he deslaved. How flexible is this going to be? Can we tell CPG George which Acquisition Source I want him to use? I.e tell him to search around a Waypoint or Target point, can I ask him to look at my Terrain point, tell him to search/scan at his own will? Can I tell him to remain slaved to my PHS and report targets he sees, and deslave on command (more flexible then always deslaving once TADS is on commanded point) etc. The big one: For Hellfire which options can I configure for him? MAN, NORM, RIPPLE options? DIR, LO, HI Trajectory options? Can we interact and tell him which codes to use? When to lase, i.e whether you want a LOBL or LOAL launch (important!)? How many Ripple missiles to fire.... Hellfire is a complicated one. Will George independently engage targets (when commanded) for example with the Gun, while I pull off from a rocket attack? Tell him 'Please WAS the Gun and Fire at Will, I'll use rockets', and other combinations etc. Thanks, I appreciate I might need to wait, but the interaction with George is going to be critical and I wonder how it's all been done.
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Nothing too urgent or essential (it's "just" graphics), but I was just wondering; has anything been said/shared about plans to make the AI CPG pilot model less static? I know there's still much to do and most of it is more important, but I noticed in Wags videos that the gunner doesn't move his head at all The AI pilot and RIO movements in the Tomcat make them so very much "alive". It would be awesome to see something similar in the Apache. Any future plans for this?
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As title suggests its pitch black in this area, either improperly baked or overlooked. As a result the radiator is shadowed in most cases unless headed directly towards light sources. Quick adjustment can be made to give it a facelift in the said area as shown below, but i suggest the art team regen the AO map to make a proper correction.
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wip ME BC-1206 preset not required and out of frequency range.
Tarres posted a topic in Bugs and Problems
Mission editor: Planes affected: P-51 and P-47. BC-1206 is coded to work in the 100-200 frequency range instead of the 200-400 frequency range. The preset in the ME is not needed UNLESS is a "temporal solution" to make the Detrola work in the Caucasus map using the ILS as a beacon to overcome the graphical 200-400 indication, but you can manually set the frequency with the knob and works. BUT: using the AN/ARA-8 in the 51D-30 with a custom vehicle transmitting in the proper range and in any map (single and multiplayer), this transmitter gives the proper sound indication (the .ogg or .wav file) as a signal or as localizer, with the left/on course/right sound indication, depending on the position of the relevant switch. Maybe the BC-1206 could be upgraded to the ARA-8 code, with the proper frequency range and only the "localizer" position switch. So, you have an ARA-8 with a frequency range of 200-400 with only the left/on course/right sound indication working on any map. Note: I know that the Detrola was not used outside the USA, but I think that this approach is a better solution now that the ARA-8 is working. Note 2: the same applies to the British A1271, but I´m unsure if the signal that receives the A1271 is linked to a preset of the SCR522 or has its own "preset" IRL. And sorry for my English. -
The clouds look beautiful during the daytime, but unfortunately, when the night comes, the situation becomes very bad. I hope this will be fixed soon.
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Spitfire has always been one of my favorite airplanes, but since a certain version after 2.7, I noticed that the cockpit glass reflection effect disappeared, and real-time ray tracing was used in A8, Dora and the latest Mosse,it looks great. Will the effect be added to Spitfire?
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Hello, I've seen this happening for years now it seems, figured it would have been fixed by now. I set the Cloud/Rain level 3 on Marianas map, Mirage 2000C, night time. Moved cloud deck as low as it will go (~2700ft, if I recall correctly). Fog and dust disabled. Wind coming from 247 at 10-30 knots. Soon as you slow down, put gear down and your light illuminates in front of you, you'll see what I'm talking about (mission attached). Clouds are zooming by at something like Mach 1+ from left to right. Anyone else still having this issue, and any word on ever getting this fixed or a work around? Thanks. PS: Technical details for devs, if they need it: Ryzen 9 3950X on an Asus Crosshair IV Hero X370 board, 32GB ram, Gigabyte 2080 Ti, all ultra settings in DCS (whatever I can turned to the max, or close enough). If specific settings are needed I can provide those. Windows 10 with the latest feature updates and all patches up to date as of this post. Nvidia driver to date as of today (12/4/21). Bios for the motherboard and GPU are up to date as well, but shouldn't matter. All hardware drivers are also up to date. Marianas-bad weather landing practice at night.miz
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Does anyone have a layered file they are willing to share. The dcs offered file does not work. I paint with adobe photoshop. I have only done a Huey and it downloaded fine. I appreciate it in advance.
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Before and after Stable version update from 2.5.6.61527.3 to 2.7.1.7139, warning (Achtung) reflection on armor plate behind it, to reproduce : Instant mission, Fw190-A8, Channel, Cold Start : ...strange light reflection behavior... Fw190-A8.trk
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my bad for doubles but whats up with the hud? zoomed in its barely possible to see any ground targets, bad weather makes it even harder. looks like its fogged up or somethin, tried to defog and a mod no glory so far...
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Batumi, 2016, magnetic declination should be -6°. Control Test A-10C. Infobar heading (true) 306° compass and HUD reading 300° as expected. Bf109 Test (1200rpm to ensure suction and electric power) Infobar heading 305°, expected compass reading 299°. Actual compass reading 278° which is 21° more than the correct declination. Compass-Bf109.trk
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Nav light, or at least the starboard one, still in position after starboard wing end is broken off. Rear fuselage and tail still attached, undamaged, and where it should be, but a damaged tail section is lying on ground several yards away. My fault, I crashed into a hedge at the side of the runway, which, given that it was probably the biggest runway in the world, suggests that a Navalized Mossie is probably not for me.
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Hey guys! I searched but didn't find anything on the above. Maybe I am doing something wrong. I have been reading Chuck's Guide on the F16 with regards to the Track While Scan (TWS) radar mode. I setup three MIG29s flying towards me about 35nm from my F16 co-altitude in the mission editor and ran it. I set the radar to TWS and I can see the search targets when the radar does its first sweep and by the 2nd sweep they turn into track targets. Following Chuck's guide, I set the radar cursor over a track target and TMS up which should cause the track target to transition to a system target. However, there is no change in symbology, nothing happens. If I TMS up again then the track target turns into a bugged target (circle around a solid white square). If, however, I TMS up (ONCE) on all 3 track targets (symbology still shows track target for all 3 after I do this) I am then able to cycle between the "indicated" track targets with TMS right turning them (one at a time) into a bugged target (again, circle around a solid white square). I can ripple 3x120s and bring them down. I hope this makes sense. Anyone else have this issue? I attached an image. Thanks for the help!
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I understand from another post that the new FCR symbology is a work in progress. That being the case, I would hope another color could be used to represent a bandit that's been fired on in RWS. The shade of purple being used now makes the contact all but disappear from my scope due to lack of contrast with B scope's black background. Thx
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JFS doors open on touchdown and close on roll out, but don't open during JFS start up.