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About Zabuzard
- Birthday 11/08/1991
Personal Information
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Flight Simulators
DCS
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Location
Germany
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Interests
Aviation, Programming
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Website
https://github.com/Zabuzard
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Repository for Jester scripting examples and mods.
Zabuzard replied to Amarok_73's topic in DCS: F-4E Phantom
It does work and that setting should be in your Mission Editor. Either you are looking at the wrong spot or your are on an old DCS version :) -
No worries, happens. In fact, 90% of bug reports end up as some sort of user mistake. Totally normal, glad you figured it out [emoji106]
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Does it work if you start hot not cold? What if you start in the air? Cpuld you potentially provide a video where you show everything you do from start to the point you are trimming? Cheers
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AIM-9 loses growl depending on relative bank angle vs target
Zabuzard replied to SgtPappy's topic in Bugs & Problems
Likely an ED topic. The tone is based on the signal strength reported through the DCS SDK. This part of the Sidewinder logic is controlled by ED. (I personally dont know enough about the weapon to comment on this being correct behavior or not) -
Worth noting that the bellows measure "airspeed" at the bellows intake sitting on your tail, next to the anti-collision light. If that probe gets damaged (e.g. combat damage) or clogged (e.g. ice/frozen when flying without pitot-heat turned on), it cant do its job and the bellows will go absolutely bonkers on your stick. And since the trim-system connects to the bellows, the trimming wont do anything useful anymore at all either. And since the engineers didnt think of adding a way to disable the bellows/bobweight linkage, you will have a fun time flying back home. The procedure is to disable all assistance systems by pulling the ARI CB (left subpanel), disabling the STAB AUG system (left console aft) and pulling the CBs for AIL, STAB and TRIM (right wall). Set trim to 0 so when the system kicks back in you wont be caught by surprise. Then hard grip the stick, not let it go, and descent to hotter air to hopefully remove any bellow intake blockage. Until the problem is resolved you have to actively fight the bellows wanting to throw your stick around like crazy.
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Think of it like that: (and ofc i drew the arrows the wrong way around, lmao. Increasing airspeed pulls aft. Increasing G pushes forward) The idea is that it self-balances the aircraft, more or less. When you dive, your airspeed increases. So the bellows start to pull the stick aft to lift you back up. High G typically means high AoA, typically means in order to get back to level flight the stick needs to be pushed forward. So the bobweights get heavier which causes the stick to push forward.
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Yeah, it sounds to me like you are not trimming enough yet and let go the trim hat after you saw your stick in the cockpit moving around a lot already. The explanation in the FAQ is correct and that is why your stick will, on the ground, immediately bump into the limit after just touching the trim hat. That is correct behavior. In the F4, trimming does not move the stick directly. It changes the arm length of the lever used by the bellows to pull the stick aft with increasing speed. As opposing force to the bobweights who try to push the stick forward with increasing G. You know, imagine two children fighting over a toy. One left, one right. And both pull on the toy in their direction at the same time. If they both pull with the same strength, the toy doesnt move and no one gets it. The force is balanced out. Trimming in the F4 changes the strength of one of the two children, making them stronger or weaker, shifting the balance. And bc one kid pulls stronger with increasing airspeed, while the other kid pulls stronger with increasing G, you will get a highly dynamic experience in practice. And at ground, where you have nearly 0 airspeed, one of the two forces is almost disabled, so the other force dominates the play. As soon as you start your takeoff and gain speed, the other force will rise and start to move your stick naturally.
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No news. It is being worked at though.
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Development is continuing and we have shared a lot of new features, bugfixes and additions to the F-4 in our Discord over the past weeks. Most of them are also already in the manual, if you want to read more about it there: https://github.com/Heatblur-Simulations/f-4e-manual/releases To list some of these additions: EFB, Maverick Gyros, Combat Tree, Zunis, Aircraft Persistence System, ... All of that will be available to you as soon as we finish testing. Unfortunately, this step takes us a bit longer than expected this time. But it will eventually be ready and then you can get your hands on it In regards to the DMAS, there is currently no news or ETA that can be shared. F-4-wise the focus currently lies on delivering the MSFS F-4 (a lot of recent bugfixes and features for the DCS module are a byproduct of that).
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Right, if you quote the entire sentence then its okay. But I wouldnt just summarize it like the previous post. Anyways, fingers crossed the plans unfold as planned
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(JFYI this is a user sharing their own made up guess and not anything official)
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Fuselage lights (flashing) not synchronized in MP
Zabuzard replied to Volator's topic in Bugs & Problems
Yeah, it is a known bug. Something is wrong with how its synced. For performance reasons they aren't synced individually but we pack them in some "clever way" and exploit some DCS shenanigans for it. Seems that something stopped working with that some time ago :D By the way, for syncing issues its important to differentiate between: * Player looking at AI * Pilot looking at own aircraft * WSO looking at own aircraft * Player looking at other players aircraft These situations are all handled differently internally :)- 1 reply
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Its a known bug. There is a thread somewhere with more details on it. It will be fixed eventually, cheers.