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Zabuzard

3rd Party Developers
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About Zabuzard

  • Birthday 11/08/1991

Personal Information

  • Flight Simulators
    DCS
  • Location
    Germany
  • Interests
    Aviation, Programming
  • Website
    https://github.com/Zabuzard

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  1. It is Jesters job to operate the radar, not the pilots. The pilot also has no controls for the radar in their pit. You can read about details here: https://f4.manuals.heatblur.se/jester/combat/radar.html But the tldr is that you, as a pilot, do not have to bother with the how at all. You fly the aircraft and Jester finds the bad guys for you. There are of course options in the Jester Wheel to nudge him in a certain direction or change a few settings. That said, it is important to understand that, in contrast to the F-14, the Phantoms radar is not a search radar. You wont be flying around in multiplayer, scanning the entire air space 100nm ahead of you, gaining full SA. At the time you realistically spot a bandit, they are already at around 25nm and you just have a few seconds until there is a heater coming your way. Everything is happening very fast with this radar. You spot the guy, you lock him, you shoot your Sparrow (which might miss, but forces the guy to go defensive) and then you are already merged and can shoot your Sidewinder or go for guns
  2. Someone could mod Jester via the API to do it. We will not provide Jester flying (or Iceman) at initial launch. Cheers
  3. Not for the manual, as that unfortunately causes the PDF to crash. You can find high res shots featuring almost all switches pinned on our Discord and social media accounts though :)
  4. That is correct. The HB UI tech is a key pillar of our future modules and will also be essential for improving the existing modules. In the Phantom, at launch, it will be whats running the Jester Wheel/Menu, Jester Dialog Q&A, Crew Chief, integrated manual, grease pencil and the virtual browser. Further, it will be the key to certain planned future features such as inspecting wear/tear, aircraft status, the character customization and to enhance navigation and campaign maker capabilities, just to name a few. It doesn't stop there though, we may also utilize it in the Eurofighter which has quite complex MFDs that are otherwise more difficult to create with the regular tools DCS offers.
  5. It will be made available with the release of the Phantom :)
  6. A full changelog of any change is available once the Phantom is released. GitHub never forgets, full history is available.
  7. Could you be more specific, which section/chapter/text is unclear and needs more detail?
  8. > "vanilla" F-4E is the 45-MC This is a placeholder line. Best is to not take it literally yet.
  9. the gun camera is a separate device unrelated to the avtr. the gun camera has to be installed first, it's mounted on the glareshield and takes about 1/3 of the forward visibility through your hud. the gun camera system will be made available later after initial release
  10. yeah, there are pretty much 3 logic issues in the pod from which one got fixed in a upgrade: - when u laser, the pod will reject the measured slant range if it differs from the manually computed slant range (based on baro alt and tgt alt entered in panel) by too much. this is a safety mechanism to not throw the pod completely off when u accidently lase against ur wing or similar (masked), since the pod does the "stabilization" math based on the slant range. however, in certain situations this measurement difference could lead to rejecting ur accurate measurement. there's a button to force accepting the laset range and pilots for into a habit of hammering the button all the time. this got patched later and the pod will autoaccept laser range if the target is "forward" (around 0 deg pod pitch) - the pod can't handle the logic for the controls above 0 degrees (looking up), they invert and calculation is bad - the pod can't handle targets that are computed to be above u. this can either happen bc u attempt to attack uphill or bc u entered a wrong tgt alt on the panel or bc ur barometric altimeter is set incorrectly regarding local pressure. in this case, the pod pretty much freaks out. it tries to move the camera to the computed invalid position and the immediately throws the pod into memory mode since it's outside of gimbal limits. attempting to leave memory mode will instantly kick it back in again. this was called the "idiot mode". in the heat of the moment, they usually disabled the ins integration to the pod, which regains full control but without stabilization
  11. Kindly read the note-box here: https://f4.manuals.heatblur.se/dcs/recorders.html#airborne-video-tape-recorder
  12. You will receive another email explaining the procedure once its ready.
  13. It will be persisted in your track files, yes. We are planning for later during EA to add a way to inspect the values for players as well. Details on that at a later point.
  14. Kindly check the manual. You can check an option to use the "Reference aircraft". That will cause the Phantoms to spawn with "perfect" values. However, they will of course still be subject to the system while you fly them. If you think you have to constantly fly high G turns without correctly stowing your pod, you have to live with a pod that is only half as good as it used to be. Thats the consequence of flying outside of intended parameters and misusing things.
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