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Showing results for tags 'bug report'.
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English: Hello Everyone, I'm NF2, Main Mission Editor of the Rising Squall Campaign. Here we're going to release the bugs and questions list we've collected about the mission through various channels, as well as their feedback. As this campaign adopts some innovative production methods, I am also worried about the problems caused by the changes of the game version. We expect to minimize the number of bugs in the campaign, and hope to eradicate the problem of "Stay at a some level and cannot continue the game", which often
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Hello all. I recently started creating a mission intended for MP use. I just started the first stages of testing out its operation and I noticed that all the SAM sites I have placed around the map appear on the F16C MFD. I have carefully gone through all my units on the mission and ensured that all the intended sites have Hidden on MFD checked as well as Hidden on Mission Planner yet they all appear. I have also selected some of these locations as Late Activation and they also appear to the F16C MFD. I have not tested this on other air craft yet.
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Greetings, For some reason the communication menu doesn't show up. Used comm 1, comm 2 keybinds and also the "communication menu" keybind. I tried to use the comm keybinds followed by pressing some number keys just in case it's only a visual bug, but it seems that it's like the keybind doesn't work at all. I changed keybinds but the problem persists and has the same behavior. I should also note that I'm not using any modifiers. Attached is the trackfile. I pressed the comm1 comm2 buttons many times, both on the ground and in the air. I don't know if that helps. If you need the log
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Update, rewrote this entirely. Bug more than cosmetic. Distance & direction shown top screen is wrong after applying Ruler when game resolution differs from monitor resolution. Found other additional (minor cosmetic?) bug: Fullscreen moving cursor F10 map show wrong elevation and N E position. Five images (a, b, c ,d, e) to illustrate. Game resolution 1280x768 (lowest possible). Ruler between center runway Senaki to center runway Nalchik. a) Game in window works correct (1280x768 game inside 1920x1080 monitor resolution). Distance & direction c
- 3 replies
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- screen resolution
- 1920x1080
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The MiG-29G HUD displays distance to the next waypoint in kilometers, although the speed and altitude on the HUD are in knots and feet, respectively. However, the HSI waypoint distance indicator, which is labeled "KM", displays the distance in nautical miles. This is pretty confusing, and I suspect incorrect - the book Luftwaffe Fulcrums: The MiG 29 - From the East German People's Army to the Luftwaffe says that the indication of all instruments was changed to feet, miles, and knots as part of the upgrade from MiG-29A/UB to MiG-29G/GT when the MiG-29s transitioned from East German to Luftwaffe
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Started trying Su-33 carrier landing /takeoff today. Seems I've had 1 random explosion just taxiing and 2 random damage, one parked and one taxiing. Is this a known thing? Edit/add: Make that 3 random damage. One more just taxiing.
- 21 replies
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- flaming cliffs 3
- bug
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(and 6 more)
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Hello. Take a look at the tackview track I posted. Im facing a problem now where the F14 launches the AIM54s, at a very close distance (25/30 Nm???!!!), with no launch warning . Tha is expected because I guess AI is using the TWS launch mode. BUT, I should receive a RWS warning once the AIM54 heads activates its own radar. That is how it should works, how I think it was working at least 3 weeks ago. But now The misil is being lauched to me, and I get absolutely no warning at all. In the track I point my nose directly to the misil on purpuse to be sure that my RWS is on the same plane than the
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Since update 2.5.6.59625.1 has been installed, when you open ME and set "Ground Attack" as main task the options of "Start Enroute task" menu in Advanced Waypoint Actions have been missing for every plane type.
- 1 reply
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- mission editor
- advanced waypoint actions
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"OFF" position is non-existent graphically in game and in manual. Did it exist in real life? If not, delete "OFF. Disconnecting the fuel supply from external fuel tanks." line from manual, page 62. Would being able to shut off auxiliary tank separate from not selecting it on "Main Fuel Selector Valve" make sense design wise? Picked in-game-name for tagging: "External Tanks Fuel Selector Valve".
- 3 replies
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- external tanks fuel selector valve
- p-47
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A little amusing bug. On repair Spitfire gets moved to tail wheel outside deck position. Proposed cause: (Nose wheeled) carrier jets gets pushed back to main wheels near deck edge. Very short track: -Air start -Belly land -Repair Track 100% default installation, no mods (main folder repaired, forced new Saved_Games folder). ed/add. Though I can (once at least) start engine, pull fully onto deck and even take off, plane is damaged. It takes damage after every repair when rear fuselage hits deck.
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Bug or not. Manual states: Nothing happens when clicking (left or right button) but gyro adjusts with mouse wheel. Manual erroneous or push-in feature missing? Tag as "Directional Gyro" (tip popup and ADJUST CONTROLS naming differs).
- 1 reply
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- mouse
- directional gyro
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Just discovered that they exist and works as advertised. Can light them individually and the jettison button works. Problem is the only way to get them is to set a checkmark in the Mission Editor. But then, if used, they do not "come back" either by rearming or even after repair. Of course they should be reloaded on rearm, just brakechutes gets "repacked" on rearm. Will put this "bug" forum shortly unless someone tells me I'm wrong.
- 9 replies
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- i-16
- landing light torches
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I am reporting the following bugs and issues with the Christen Eagle II, currently on DCS 2.5.6.58125 Open Beta: a) An audio glitch sounding like a buzz saw can be heard when clicking the hotas buttons (or keyboard keys) assigned to: Canopy Open and Canopy Close Canopy Lock and Canopy Unlock Radio channel switch and Radio flip flop switch Accelerometer reset b) Both cockpit lights are unassignable in the controls. c) The Aerobatic Sight Device's upwards movement isn't limited by it's physical limits. Although the model doesn't move more than it
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Just discovered that they exist and works as advertised. Can light them individually and the jettison button works. Problem is the only way to get them is to set a checkmark in the Mission Editor. But then, if used, they do not "come back" either by rearming or even after repair. Of course they should be reloaded on rearm, just like brakechutes gets "repacked" on rearm.
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- i-16
- landing light torches
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(and 3 more)
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What is the logic that DCS uses to determine the active runway? Is it generic or do individual airfields have different logic? We were flying on Persian Gulf with the wind 010 and 2m/s which, based on wind, should mean Runwas 31L/R are active. This is what the humans ATCs were using, it is what DATIS and OverlordBot were reporting. However the in-game airfield ILS was only active on runways 13. Is this a bug or does DCS use more than just wind heading to determine the active. Man it sure would be nice to have an `Airfield.getActiveRunways` or `Airfield.getAc
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Key command to open fuel valve (Ralt + F) closes it (pulled out) and key command to close (Rwin + F) opens it (pushed in). Couldn't get the engine started until I saw on a video that the lever is pushed in when opened, not pulled out (which makes more sense practically, out of the way for the pilot). The only bug here is the wording in the ADJUST CONTROLS window. Switch Open & Close.
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- fuel valve close
- fuel valve open
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My force feedback joystick works totally fine when I play using my monitor, but I get no force feedback at all in VR. I've tried multiple aircraft - no difference. I found a Reddit thread where others were having the same problem (https://www.reddit.com/r/hoggit/comments/a6amfx/no_force_feedback_while_in_vr_vive/), and someone found a solution for the Steam version of DCS: make sure DCS and SteamVR are closed; then launch SteamVR, and then DCS (in that order). This solution is a little annoying, but works perfectly for me with the Steam version. However, I recently switched to the standalone D
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Engine breaks immediately after repair because of bounce. This happens a lot. Every 3rd repair maybe (just a guess). I finally noticed more precisely what happens. 1) Start Repair. Spitfire is raised straight up. 2) Fuselage gets angled tail down, nose upwards 3) When Spitfire is lowered after repair, tail wheel goes underground 4) Because tail wheel is underground tail shoots up like a rocket. 5) Propeller hits ground and breaks, engine also broken. If no 2), the fuselage re-angling tail down didn't happen and Spitfire was just lowered straight down, the bounce wouldn't happen and
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1) These Controls are interchanged. How they list in Controls tab: RShift + B controls "Emergency By-Pass" and RCtrl + B controls "Deluter" They're inverted. ~ 2) Oxygen is not replenished by refuel/rearming. The only way to replenish oxygen is by doing a repair. 3) There is no way to shut off oxygen completely (to save it).