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Everything posted by DSplayer
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Good progress on everything except the AIM-120s atm so those might be for show. I decided to focus on adding a lot of weapons that foreign operators of the F-4 used instead as of now. This is what I'm working on adding rn: EDIT: Mod has been released: https://www.digitalcombatsimulator.com/en/files/3338686/
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The reason why other modules it has self-accelerating binds is because those modules have it coded as such and such behavior is realistic to how it works in the aircraft IRL. For example, the HDG and CRS switches work in a way such that if you hold it down for ~>1 second, it will speed up (as it does IRL I presume). In the F-4, you can't have that since the knob is a knob that moves at a fixed rate. The thing that is changing here with the slow vs fast is the rate that it is moving.
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Currently for certain textures on the F-4 cockpit, the panel night lighting have misaligned or incorrect textures once on. One particularly noticeable example is the STBY flag for the RIO's altitude indicator still showing underneath the actual STBY flag if the night lighting is on. Another instance is the front cockpit's oxygen gauge having misaligned textures compared to its daytime, non-lit equivalent.
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RAT wasn't present on the F-4E. IIRC it will however receive an auxiliary hydraulic backup unit (called the APU but it requires power still) later down in EA.
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[2.9.5.55300] SUU-23 Gunpods not boresighted along FRL
DSplayer replied to DSplayer's topic in Bugs & Problems
Can a follow up or further context be provided on this topic? @Zabuzard -
Gun Camera (trigger first indent) binding not in controls settings?
DSplayer replied to tribbin's topic in Bugs & Problems
It's probably not in yet because there is no gun camera at the moment. -
I think it would be nice to have some presets settings for Jester to have so you don't have to ask him to do it after start up. For example, if you like to have Chaff and Flare mode set to single instead of program every time, it would be nice to have an option for him prior to start up in the Special Options or some other place such that he will always turn it them to single instead of using program by default.
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[2.9.5.55300] SUU-23 Gunpods not boresighted along FRL
DSplayer replied to DSplayer's topic in Bugs & Problems
All the gunpods and internal guns not being zeroed to the same rough location seems extremely counterintuitive and would definitely make A/A and A/G gunnery difficult as it would require different amounts of lead for A/A and different amount of sight depression for A/G depending on what guns are being used (especially for the wing mounted guns vs the centerline guns). Looking at the 1976 GAF T.O. 1F-4F-34-1 (which should be functionally extremely similar to our F-4E in this regard), it includes only 1 sight depression table for both the wing mounted gunpods and nose gun (centerline gunpod can't be mounted on the F-4F) as well as an extremely similar gun dispersion/harmonization chart to T.O. 1F-4C-34-1-1 with the only difference being the 5 mil for the nose gun as the nose gun has a specific density of 80% of rounds impacting in a 5 mil cone vs the 8 mil for the gunpods. There should be a slight upward angle for the wing gunpods on the F-4 to account for parallax but it definitely seems way too angled upward to be of any use. -
Those missiles (R-77, AIM-54, AIM-9s, etc.) use an even older API compared to the SD-10's relatively new API.
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[2.9.5.55300] SUU-23 Gunpods not boresighted along FRL
DSplayer replied to DSplayer's topic in Bugs & Problems
Just a thing of note for anyone reading this, the SUU-23s on the outer wing pylons shoot significantly higher than both the internal gun and centerline gunpod when the 1F-4C-34-1-1 also mentions the harmonization of the gunpods to 2250ft. -
The manual states that the flaps and speed brakes have to be retracted for CMs to be dispensed (https://f4.manuals.heatblur.se/systems/defensive_systems/countermeasures.html#anale-40-countermeasures-system). At the moment, in-game, you can dispense countermeasures even if the flaps and/or speed brakes are extended.
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In the manual (https://f4.manuals.heatblur.se/cockpit/pilot/left_console/aft_section.html#chaff-burst), it states that the continuous option for the CM programs will repeat the program as long as the dispense button is held down. In-game, it currently seems that if you press the CM once and not continue to hold it, it will continue dispensing your countermeasures until they have been completely expended or they are switched off from the WSO's seat. Putting them into to SGL while they're continuously dispensing (and the dispense button is not being held), has no effect. Also, deploying the flaps and/or speed brakes while its dispensing does not stop it from dispensing.
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Currently firing a centerline mounted SUU-23 with the Override Ground Safety button enabled (and gear down) doesn't destroy the nose gear.
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Currently the "ATGM: AGM-12C Bullpup*4, Aim-7E2*3..." stock loadout exists even though this loadout is not possible as its not possible to have AGM-12Cs loaded onto the outer wing pylons (stations 1 and 9) with the AGM-12C restricted to the inner wing pylons.
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Currently, the AGM-65 is completely inhibited from usage until the ARM light shows up for its respective station but, however, in the 1986 T.O. 1F-4E-34-1-1 page 1-142, it states that you can launch an AGM-65 prior to the ARM light coming on since the light circuit is a timing device and not a launch interlock. It states as a caveat that activating the missile prior to completion of gyro warmup may result in severe damage to the guidance unit and if the gyro is not up to speed on activation, the display will probably jiggle and target identification may be difficult. I also think this implies that if the 3 minute gyro spin up has already occurred and the Mavericks have been deselected and reselected in a reasonable amount of time, there shouldn't be much if any negative effects when trying to use them.
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Currently the Centerline Tank Aboard interlock is on when the SUU-23 is mounted on the centerline and prevents the usage of the front fuselage Sparrows. The 1986 TO 1F-4E-34-1-1 page 1-12 doesn't list the SUU-23 as a centerline configuration that should cause the interlock to be activated. The 1973 TO 1F-4C-34-1-1 page 1-165 also mentions that F-4D-28 and up that the forward fuselage AIM-7 missiles can be launched when the gun pod is mounted on the centerline station.
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Did you press the trigger to remove the dome cover and start the video feed? Also make sure Jester has Weapon selected as the video feed but that should be the default.
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I actually have that tested out but it seems you won’t be able to fire the AMRAAMs but you can fire the HARMs. I’ll see if I can make AMRAAMs work before I release that sort of mod.
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From what I could see, the AIM-7E2 on the F-4E (and in F-4E/Entry/Weapons.lua) is technically a different from the AIM-7E2 that is declared in the aim7_family.lua (in the AircraftWeaponPack) as seen by the different CLSIDs. The AIM-7E-2 used on the F-15C (which is from the aim7_family.lua) doesn't have the issue of it reverting to an AIM-7F/M model after launch but currently uses the 7E model unlike the AIM-7E-2 on the F-4E.