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Zabuzard

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Everything posted by Zabuzard

  1. Can you send a screenshot of the main panel area and the left console when it happened? Should help to identify which switch was accidentally pressed, leading to the engine going out :)
  2. This is just the CEF process idling in the background, being ready for subsequent uses of HB aircraft. CEF, with its multi-process architecture, doesnt support being fully shutdown and restarted later on, so it must be kept alive. This is normal and also does not influence your performance.
  3. The binds are defined in DCS/Mods/aircraft/F-4E/Inputs/Pilot/Keyboard/default.lua and the corresponding file in the WSO folder respectively. They are referring to opening the Pilot file and copying the lines from the WSO file that define the controls for the WSOs Radar Range knob into it. Once you did that, you can map the bind from the Pilot seat as well. Manipulating WSO binds can easily confuse Jester as he doesnt expect that, so you will need to disable Jester when you mess around with his pit.
  4. Iirc the plan was to add one or two of the older pods as well. Especially the ones often used during the Vietnam periods. Note though that in DCS (currently) you can only say "jamming on/off". So you unfortunately cant model the details and "strength" of the jammer pod.
  5. If you are in 5nm then you likely commanded the plane into CAGE mode (button on the throttle). That mode forces the plane into a 5nm boresight dogfight AA setting. Also, the setting you are talking about is for telling Jester the preferred scope setting for a standard scan situation. Not for other situations, such as wheb you already have a bandit focused. In that case Jester will always adjust the scope accordingly to the focused bandit. If you dont want that you first have to defocus the bandit.
  6. That control hint idea is somewhere in the backlog already. Definitely a good idea for an optional UI. Similar to how most AAA games show control hints in the corner of the games "HUD" [emoji106] The idea with the eyeballs thing is an already planned bigger and more general feature. Some form of general smart context menu that lets you point either outside or inside the cockpit, also on a gauge. And then giving you context sensitive options.
  7. Do you have any mods or scripts installed? Even if they appear to be F4 unrelated the presence of some mods can cause weird issues like that.
  8. A bug that has been fixed internally already :)
  9. A more generic approach to that which could be used anywhere in the wheel was planned. But its a bit more complex. Its necessary to also keep the Enable/Disable structure to allow for: * assigning it to 2-way switches * allowing for better integration with voice-control software Theres plenty of places in the wheel where some Toggle feature would be useful on top. So we intended to solve this in a more generic way :)
  10. Not sure what you mean by "planned". The aircraft is already equipped with pretty much all weapons it could carry (for that variant and timeframe). The list is more or less complete. The upgraded variant (DMAS) will see a datalink guided bomb which you can steer into the target manually after launch but that's about it.
  11. "Not allowed" is the wrong term, but yeah. Our stuff will be included in the regular patch again, when there was also enough time for all the testing steps that take place behind the curtain to ensure you have a smooth experience and not constant crashes [emoji51]
  12. We believe that the interface we offer for you to communicate with Jester and get him to do what you want (once its fully fleshed out and the missing bits have been added) will be more effective while also represent a more authentic way of natural pilot to WSO communication rather than you trying to fulfill both roles simultaneously. If you are not happy with the current state of this interface during Early Access the best you can do is to bind the Jester Enable/Disable buttons, allowing you to take full control of the backseat from the frontseat with ease - provided you can manage the workload. Once you acquired your lock you can also reenable Jester, he has been coded to support a lock made while he was deactivated and roll with it.
  13. You are not supposed to play WSO from the front seat. So no, you are not able to move the antenna around. If you truly want to do this, disable Jester first. There should be no need for you to mess with the antenna. Instead, you can tell Jester where you expect the bandit and he will play the antenna correspondingly. I would suggest you have a read over the Jester Radar chapter in the manual that explains how to use Jester effectively. Other than that I have some trouble following your thoughts.
  14. These "quick fixes" you have in mind all cost a full work day to code. Another day to test and possibly another for a round of bug fixes. And don't forget the invisible cost of someone having to context switch and probably also to study "foreign code", considering that the people who wrote this snippet arent around anymore. Not here to argue against your idea, but its not "just a quick thing" to do between other tasks during lunch break or similar. Its not a bad idea, not at all, but rather low on the prio list that is packed with other more crucial things already. Either case, thank you for your suggestion. It will be considered, cheers.
  15. You need to be careful with the gauges as there are different variations and they got changed over the years. So especially with consulting the standard flight manual you might need to pay attention whether it actually applies to our bird or not. If I recall correctly, our VSI is RCS-60-1LO, which is built to meet the standard MIL-I-18804. You can find lag and error specifications and whatnot in that doc.
  16. The issue had been semi-fixed a week ago or so, for the next update. There is more to fix unfortunately, but it should be usable again soon.
  17. From all the cases ive investigated so far it always turned out to be users confusing the interface and Jesters feedback. So it would be great if you can share a track, then we can tell you immediately what might have gone wrong or clear any misconception. Cheers :)
  18. The gauges are modelled very closely to the manufacturer specification documents, maint docs and test results. The behavior was also carefully verufied by our real world Phantom pilots (inactive but also some who still fly the Phantom today). This btw also includes their variance and how they react to forces. Speaking of, make sure you select the "reference aircraft" in the mission editor for a good base of discussion. Otherwise you might experience whatever the mission maker had set up for you.
  19. Everything marked in the manual as "todo" will eventually come :) Combat Tree is quite cool, but the very limited IFF-environment in DCS makes it challenging to implement it. (Currently you cant query any IFF info from other planes, such as if their transponder is turned on/off or what code etc.) What we have in mind is implementing it similar to friendly-IFF, that is it will show you any hostile aircraft (based on faction) on your screen, just like it was IRL. And then provide mission editors with options to either turn it off completely or a historic mode where it only works on certain planes that were equipped with the specific russian IFF transponders that the US were able to crack.
  20. Now im getting confused a bit. The movements of the visual stick in the cockpit are, on a technical level, completely decoupled from the simulated aircraft stick for the actual movement commands and from the FFB simulation for your hardware. If you need a proper indicator for what's going on with the real stick or ur FFB stick then open the controls indicator display, it shows both. Whenever talking about the stick in the Phantom its important to hint at the bellows vs bobweight system that automatically moves the stick in pitch based on airspeed and G-load. So if you for example just fly straight but increase airspeed, your stick will automatically pull aft through the bellows. For FFB users this is very noticable IRL.
  21. It is less about it looking "not perfect" but straight out bugged. For example if you make it less dark in some conditions the DCS engine will literally not render the glass at all anymore and it becomes completely see-through. Its not easy to tweak it properly. But it will be done eventually, as gas been stated earlier. Cheers
  22. The animation is decoupled in order to smooth it out. Otherwise IRL you could jank your stick forcefully from top to bottom back to top within a split second, even with FFB (since it's not the real force but only a fraction of it) and without smoothing the animation ingame would have to move faster than DCS can animate it, resulting in the stick visuals literally teleporting. That looks silly, so the anims are smoothed. Same with the character model movements, yes.
  23. The firewall is not the problem here. The firewall deals with which process is allowed to talk to the internet. But the issue here is that the Antivirus-part of your Defender decided that the F-14 DLL is a threat and quarantined (deleted) the file. Tell your MS Defender to stop doing that (exclude the file or the folder from the virus scanning), then ensure you get back the deleted file (e.g. DCS repair) and then you should be good to go
  24. Right. Not sure what to tell you, this is how the radar in the F-4E worked real life. But again, possibly there are some things you can do to increase your odds while still going head-on. So a track file would be great
  25. We do this with every single update, we always contact all vendors and create whitelisting requests on each update - even before you get the update. But it takes them around 2-4 weeks to process these requests, so sometimes you run into this. Kindly read through the previous messages of this thread, this has been explained in detail at least 3 times already throughout the 8 pages. Cheers
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