JupiterJoe Posted 23 hours ago Posted 23 hours ago (edited) I spawned into a training mission, I asked the ground crew to repair, 170 secs popped up (if it was fixed like the Patch notes say, that wouldn't happen). Taxiing is just the same as it was, broken. Please give it a try yourself and let us know. Edited 23 hours ago by JupiterJoe 1 Intel Core i7-8700K CPU @ 3.70GHz - 64GB RAM - Nvidia GeForce RTX 3070 - Microsoft Sidewinder Force-feedback 2 - Virpil Mongoose CM-3 Throttle
Art-J Posted 23 hours ago Posted 23 hours ago I'm pretty sure that patch note refers strictly to the plane being slammed hard onto the ground upon spawn in previous DCS version. THAT doesn't happen now. I didn't notice it caused damage anyway (in single player at least), but if it's been fixed then good for us. This thread, however, is about taxiing, which is separate issue altogether and hasn't been addressed in the patch it seems (judging from my couple of short flights). 1 i7 9700K @ stock speed, single GTX1070, 32 gigs of RAM, TH Warthog, MFG Crosswind, Win10.
GTFreeFlyer Posted 23 hours ago Posted 23 hours ago 1 hour ago, JupiterJoe said: Despite what today's Patch notes say, I am finding the landing gear is still damaged upon spawn. Anybody else? You can also try out the miz I posted, Engine Diagnostics. It also shows the aircraft health percentage, so if you spawn in and it’s not 100%, then something is damaged. The problem with this, and also calling for repairs, is that we don’t know what’s broken. It might not even be the landing gear if a repair is needed or the script shows less than 100% health. 1 My DCS Missions: Band of Buds series | The End of the T-55 Era | Normandy PvP | Host of the Formation Flight Challenge server Supercarrier Reference Kneeboards IRL: Private Pilot, UAS Test Pilot, Aircraft Designer, and... eh hem... DCS Enthusiast
Erlkönig Posted 22 hours ago Posted 22 hours ago (edited) vor einer Stunde schrieb JupiterJoe: I spawned into a training mission, I asked the ground crew to repair, 170 secs popped up (if it was fixed like the Patch notes say, that wouldn't happen). Taxiing is just the same as it was, broken. Please give it a try yourself and let us know. Same here. Still excessive weathervaning on the ground with stronger winds. The "Nevada Cold Start" Mission is perfect to replicate the issue. I really hope that this gets some attention. Edited 22 hours ago by Erlkönig
AG-51_Razor Posted 22 hours ago Author Posted 22 hours ago After installing this latest update, I have found absolutely no change whatsoever with the Corsair's behavior on the ground. Tailwheel still does not swivel and the plane is unable to make a 90 degree turn to the right with 10 kts of wind from the left. I was using enough power to lift the tailwheel off the ground with the stick back against the stop and still unable to make it turn right! What a shame!! 3 [sIGPIC][/sIGPIC]
GeoS72 Posted 22 hours ago Posted 22 hours ago As you may or may not recall, Rudel stated the devs were addressing engine management issues. Then they would look into the diff braking issue. On 8/18/2025 at 12:18 PM, -Rudel- said: Right now the programmers are focused on the water injection and engine damage model. They'll look into it afterwards Aside from the damage model verification, the Corsair remains grounded. 2
JupiterJoe Posted 21 hours ago Posted 21 hours ago (edited) 2 hours ago, Art-J said: I'm pretty sure that patch note refers strictly to the plane being slammed hard onto the ground upon spawn in previous DCS version. THAT doesn't happen now. I didn't notice it caused damage anyway (in single player at least), but if it's been fixed then good for us. This thread, however, is about taxiing, which is separate issue altogether and hasn't been addressed in the patch it seems (judging from my couple of short flights). What are you babbling about? The plane remains damaged at spawn in, end of story. Ask the ground crew to repair. If 170 secs pops up it's busted, plain and simple. The landing gear remains broken, therefore what's stated in the patch notes is blatantly incorrect. This thread is about taxiing and the problem with taxiing remains. We have to be united in our conclusions people. Edited 21 hours ago by JupiterJoe Intel Core i7-8700K CPU @ 3.70GHz - 64GB RAM - Nvidia GeForce RTX 3070 - Microsoft Sidewinder Force-feedback 2 - Virpil Mongoose CM-3 Throttle
Cgjunk2 Posted 16 hours ago Posted 16 hours ago 4 hours ago, JupiterJoe said: What are you babbling about? The plane remains damaged at spawn in, end of story. Ask the ground crew to repair. If 170 secs pops up it's busted, plain and simple. The landing gear remains broken, therefore what's stated in the patch notes is blatantly incorrect. This thread is about taxiing and the problem with taxiing remains. We have to be united in our conclusions people. What’s the problem with creating a bug report thread for that? Otherwise it will just get lost in this thread.
Art-J Posted 12 hours ago Posted 12 hours ago 8 hours ago, JupiterJoe said: What are you babbling about? The plane remains damaged at spawn in, end of story. Ask the ground crew to repair. If 170 secs pops up it's busted, plain and simple. The landing gear remains broken, therefore what's stated in the patch notes is blatantly incorrect. This thread is about taxiing and the problem with taxiing remains. We have to be united in our conclusions people. The only person that's doing off-topic babbling in this thread now is you. So, that's a 3rd separate issue then, with damage after ground crew repair. My bad, didn't know about it, 'cause I've never tried repair in Corsair so I haven't experienced that problem yet. If it's still here, however, despite what patch note says, create a new bug thread then. I doubt Rudel reads this one after writing they'll work on taxiing later, so a separate thread will be more visible to the devs. i7 9700K @ stock speed, single GTX1070, 32 gigs of RAM, TH Warthog, MFG Crosswind, Win10.
JupiterJoe Posted 11 hours ago Posted 11 hours ago 4 hours ago, Cgjunk2 said: What’s the problem with creating a bug report thread for that? Otherwise it will just get lost in this thread. 54 minutes ago, Art-J said: My bad, didn't know about it, 'cause I've never tried repair in Corsair so I haven't experienced that problem yet. If it's still here, however, despite what patch note says, create a new bug thread then. I doubt Rudel reads this one after writing they'll work on taxiing later, so a separate thread will be more visible to the devs. You mean like this one: Intel Core i7-8700K CPU @ 3.70GHz - 64GB RAM - Nvidia GeForce RTX 3070 - Microsoft Sidewinder Force-feedback 2 - Virpil Mongoose CM-3 Throttle
OmasRachE Posted 11 hours ago Posted 11 hours ago Guys after the discussion with -Rudel- I did not expect the Taxi Bug to be adressed, so I´m not disappointed or at least not more than I allready was. But what I don´t understand is, why they mention a fix for the spawn damage dispite this bug still persists. Didn´t they test it? Hopefully the other fixes and improvements work as intended, so that the devs have the time to focus on getting us back in the air, by adressing the taxi bug. I realy want to explore the module. 1
JupiterJoe Posted 8 hours ago Posted 8 hours ago You guys think the taxi bug and the fact the aircraft is damaged from the get-go are unrelated? Occam's Razor anyone? In my opinion, this issue doesn't require separate threads, it requires consolidation. It's obvious they're related. Unlike you @OmasRachE, I am more disappointed than I already was, because the Patch notes suggested we were finally getting a fix and we didn't. I'd love to fly the Corsair and be as oblivious as @Art-J, but I don't because the immersion for me is so badly effected. I agree, it's absolutely unbelievable that this 'fix' wasn't tested before release of the Patch. I suspect it's more complex a problem than first realised, related to Magnitude's supposed bespoke damage model. Intel Core i7-8700K CPU @ 3.70GHz - 64GB RAM - Nvidia GeForce RTX 3070 - Microsoft Sidewinder Force-feedback 2 - Virpil Mongoose CM-3 Throttle
OmasRachE Posted 8 hours ago Posted 8 hours ago (edited) vor 19 Minuten schrieb JupiterJoe: You guys think the taxi bug and the fact the aircraft is damaged from the get-go are unrelated? Occam's Razor anyone? In my opinion, this issue doesn't require separate threads, it requires consolidation. It's obvious they're related. Unlike you @OmasRachE, I am more disappointed than I already was, because the Patch notes suggested we were finally getting a fix and we didn't. I'd love to fly the Corsair and be as oblivious as @Art-J, but I don't because the immersion for me is so badly effected. I agree, it's absolutely unbelievable that this 'fix' wasn't tested before release of the Patch. I suspect it's more complex a problem than first realised, related to Magnitude's supposed bespoke damage model. Its possible that these problems are related, but obvious? Why in the world would a damaged tailwheel work fine without wind? The only function of the tailwheel is to swivel around freely. If the damage would prohibit this, it wouldn´t work anytime. So I would expect the taxi bug to be a little more complicated and rather connected to the aerodymanics on the surface of the vertical stabilizer than the tailwheel. And don´t get me wrong I am higly disappointed that I can´t fly the Corsair for weeks or even months comming but after Rudels awnsers I did not expect anything to happen in this patch. Woul´d be nice to hear from him, if it will be adressed in the next patch, or if they are even working on it yet. Edited 8 hours ago by OmasRachE
JupiterJoe Posted 8 hours ago Posted 8 hours ago (edited) If you go to the exterior view as the aircraft is lowered from a levitation (it's shaking as it does so too, which is a bad sign), as it's coming to the end of a repair, you'll see it mis-aligns with (the tail-wheel drops below) ground level/carrier deck, this results in a sudden jolt as it realigns and I believe this keeps the tail-wheel in a perpetually damaged state. So it cannot freely castor as it should. Wind etc is irrelevant. The tail-wheel never 'works fine' as you say, never has, not for anyone. This is precisely what the Patch notes refer to as having been fixed, and it hasn't. The video below shows how the aircraft should handle with an unlocked tail wheel. Edited 7 hours ago by JupiterJoe Intel Core i7-8700K CPU @ 3.70GHz - 64GB RAM - Nvidia GeForce RTX 3070 - Microsoft Sidewinder Force-feedback 2 - Virpil Mongoose CM-3 Throttle
OmasRachE Posted 7 hours ago Posted 7 hours ago vor 47 Minuten schrieb JupiterJoe: If you go to the exterior view as the aircraft is lowered from a levitation (it's shaking as it does so too, which is a bad sign), as it's coming to the end of a repair, you'll see it mis-aligns with (the tail-wheel drops below) ground level/carrier deck, this results in a sudden jolt as it realigns and I believe this keeps the tail-wheel in a perpetually damaged state. So it cannot freely castor as it should. Wind etc is irrelevant. The tail-wheel never 'works fine' as you say, never has, not for anyone. This is precisely what the Patch notes refer to as having been fixed, and it hasn't. The video below shows how the aircraft should handle with an unlocked tail wheel. Yeah I did not say, there is no problem with a broken Tail wheel. Its obvious that there is one and that they mentioned it as fixed although it is not, is bad. Politely spoken. But again, when there is no wind, the Aircraft turns, at least good enough to manouver on the ground as you need. So if the tailwheel was restricted due to that spawn damage, why should this be only a problem when you try to turn against the wind? Even a fully functional tailwheel does not give any aditional force to fight the wind. The initial turn on that Nellis transfer flight mission is absolutely no problem and the diff brakes are very responsive.
JupiterJoe Posted 6 hours ago Posted 6 hours ago (edited) 1 hour ago, OmasRachE said: Yeah I did not say, there is no problem with a broken Tail wheel. Its obvious that there is one and that they mentioned it as fixed although it is not, is bad. Politely spoken. But again, when there is no wind, the Aircraft turns, at least good enough to manouver on the ground as you need. So if the tailwheel was restricted due to that spawn damage, why should this be only a problem when you try to turn against the wind? Even a fully functional tailwheel does not give any aditional force to fight the wind. The initial turn on that Nellis transfer flight mission is absolutely no problem and the diff brakes are very responsive. I assumed (and perhaps I'm being an ass) the locked tail wheel (and for the sake of argument let's say it's currently permanently locked, with only 40 degrees of range), is spring-loaded by the nature of the suspension to return to centre, but not by a huge amount. This loading is easily overcome by differential braking and careful application of power when there's no wind, but with any wind acting on the large tail surface area it will take considerably more effort to turn the aircraft, hence the need for an unlocked, free-castering tail wheel, especially on a windy carrier deck. Isn't that what we're currently seeing, or perhaps I've misunderstood what you're saying? Plus, this: and this: Edited 5 hours ago by JupiterJoe Intel Core i7-8700K CPU @ 3.70GHz - 64GB RAM - Nvidia GeForce RTX 3070 - Microsoft Sidewinder Force-feedback 2 - Virpil Mongoose CM-3 Throttle
OmasRachE Posted 6 hours ago Posted 6 hours ago vor 4 Minuten schrieb JupiterJoe: I assumed (and perhaps I'm being an ass) the locked tail wheel (and for the sake of argument let's say it's currently permanently locked, with only 40 degrees of range), is spring-loaded to return to centre. This sping loading is easily overcome by differential braking and careful application of power when there's no wind, but any wind acting on the large tail surface area, it will take considerably more effort to turn the aircraft. Isn't that what we're currently seeing, or perhaps I've misunderstood what you're saying? Is it spring loaded? And if it is, is this simulated? I´m not saying your wrong, but to state the connection between these bugs as obvious seems a little too enthusiastic to me. But man, enough of this, at the end, we both won´t fly the corsair today, nor tomorrow and much more interesting things are going on right now on reddit. #zoom 1
Art-J Posted 1 hour ago Posted 1 hour ago (edited) 7 hours ago, JupiterJoe said: You guys think the taxi bug and the fact the aircraft is damaged from the get-go are unrelated? Occam's Razor anyone? In my opinion, this issue doesn't require separate threads, it requires consolidation. It's obvious they're related. Unlike you @OmasRachE, I am more disappointed than I already was, because the Patch notes suggested we were finally getting a fix and we didn't. I'd love to fly the Corsair and be as oblivious as @Art-J, but I don't because the immersion for me is so badly effected. I agree, it's absolutely unbelievable that this 'fix' wasn't tested before release of the Patch. I suspect it's more complex a problem than first realised, related to Magnitude's supposed bespoke damage model. Spawn damage and taxiing issues are not related simply because we unfortunaely still have all the latter when landing after air-start mission (when the former doesn't exist). Also, I'm "oblivious" because I've just never experienced it - but again, I haven't tried the ground crew repair process. If the process breaks the wheel then yes, it's a bug that should be fixed. It's good that you bumped that other thread because looks like ED hasn't implemented M3's fix in yesterday's build for whatever reason. Edited 1 hour ago by Art-J i7 9700K @ stock speed, single GTX1070, 32 gigs of RAM, TH Warthog, MFG Crosswind, Win10.
JupiterJoe Posted 1 hour ago Posted 1 hour ago (edited) 15 minutes ago, Art-J said: Spawn damage and taxiing issues are not related simply because we unfortunately still have all the latter when landing after air-start mission (when the former doesn't exist). Also, I'm "oblivious" because I've just never experienced it - but again, I haven't tried the ground crew repair process. If the process breaks the wheel then yes, it's a bug that should be fixed. It's good that you bumped that other thread because looks like ED hasn't implemented M3's fix in yesterday's build for whatever reason. It's not the repair process that breaks the plane. It's broken from the outset, at spawn. The repair process doesn't solve the problem either. We can't test this when spawning in the air, but I guarantee no matter how well you land you'll find the plane is damaged, strongly suggesting it's damaged with an air spawn too. Edited 1 hour ago by JupiterJoe Intel Core i7-8700K CPU @ 3.70GHz - 64GB RAM - Nvidia GeForce RTX 3070 - Microsoft Sidewinder Force-feedback 2 - Virpil Mongoose CM-3 Throttle
JupiterJoe Posted 1 hour ago Posted 1 hour ago (edited) 25 minutes ago, OmasRachE said: So its a feature not a bug. I don't understand. 44 minutes ago, Art-J said: It's good that you bumped that other thread because looks like ED hasn't implemented M3's fix in yesterday's build for whatever reason. I had a look at the files and the Corsair folder shows changes made at the date & time of yesterday's patch. I think something was patched, just not this particular problem. I have quickly tried flying the Corsair since the patch and it was shaking (visually and FFB) in the air when it didn't before. It reminded me of the shake you get in the Mustang, when close to stall, but I was flying straight & level at 200 knots, with gear up, flaps up and cowl flaps closed. There was no reason for this shaking. So something's changed I think. Edited 51 minutes ago by JupiterJoe Intel Core i7-8700K CPU @ 3.70GHz - 64GB RAM - Nvidia GeForce RTX 3070 - Microsoft Sidewinder Force-feedback 2 - Virpil Mongoose CM-3 Throttle
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