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Everything posted by Zabuzard
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Believe it or dont. We dont make things up, have to take guesses or similar. All of this was modelled directly after first hand evidence. We didnt put all of what we found into the game as not everything had nice and detailed pictures to recreate it correctly. Heck, they even put folded paper between the buttons to keep them in.
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Sorry, what are you trying to say? Combat Tree is not there yet, if that is what you thought.
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Yeah. In a nutshell, Combat Tree allows you to "magically" spot any contact in like 200nm distance. Its like getting gods vision. You see them all, regardless of what your radar is doing. It is not only used to ID a target that you picked up with your radar, it allows you to actually locate bandits like a "super-radar". Just like it was IRL for the Phantom pilots in the time period where Combat Tree was used and enemies have not patched their systems yet. Its not "magic" ofc, but the IFF receiver/transponder have a much greater range.
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The head movement is a different topic. As said, its to prevent silly looking glitches. In the Tomcat you can get them if you move your stuff fast. You seem to be mixing topics on this one. The pitch axis isnt "delayed". It is the bobweights and bellows influencing the pitch axis. A system which the Tomcat (and most other aircraft) do not have.
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It would be neat if you can try what I asked above regarding the HeatblurUI.exe. It is something we did observe during initial testing and tweaking, so its not an unknown issue. Its just that we thought we eliminated it fully. So if you are actually running into that issue, would be great to know
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The table you are linking to refers to the AIR variant of the bomb, which you can load on these pylons. The regular version of the bomb has longer fins, causing separation problems on the pylon. Also check the official weapons manual that explicitly does not allow this loadout. Phantoms that carried them nonetheless had to use self-made separator modifications which were not present on the F-4E we have ingame.
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Great stuff, thank you for this (and all your previous) awesome contribution
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Are you sure that you ever had a state where your exported texture actually displayed content from the DSCG and not just all-green or possibly even a different screen instead? Cause if that's the case I might be able to help you by giving you the full list of all internal texture names to try out instead of just going with the one you guessed there.
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Correct, it does not. Its on the list. The screenshot looks like you are not actually exporting the DSCG at all. Its just all-green, none of our internal or external textures looks like that.
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If its a hydraulic issue it will likely be fixed with the next patch. Ive also seen plenty of user errors on this Crew Chief routine though. Either case, if you can create a quick track or video that would be really helpful, thanks.
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Someone from the team will have a look. Could you share a track so its clearer what you are describing and easier to work with for the devs, that would be great There isnt much I can tell you right now during the weekend other than the documents you are using (and the source you got them from) had been used and consulted extensively during the development. Of course that doesnt exclude the chance of bugs, so someone will have a look at your query
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Illustrated a bit simplified it works like this: The wing tanks left and right share one pipe. The ext tanks left right share one pipe. The center ext tank is independent. Tank 1, 3 and 5 receive fuel and share a pipe. Tanks 2, 4, 6 and 7 receive through gravity feed, 7 behind 6. And all that is pressurized etc and pipe diameters and whatnot count as well. The full refuel rate can only be measured right at the AAR door when the fuel can be squeezed through all the pipe sections still, i.e. all sections in the layout are still hungry for fuel. If that's not the case the refuel rate goes down bc your bottlenecked in the distribution. The simulation depth on this system is very detailed. For example, gravity feed is computed individually with the exact 3D position of the connection (being at the bottom of the tank), the local G-vector at this position and the fluid level and "angle" in the tank and the resulting pressure force (for example if you dive nose down or fly negative G the fuel sips in the other direction and so on). Similar for the transfer through the pipes, the local pressure difference is computed per pipe based on diameter, length, fluid density and more. The outcome in practice is highly dynamic and without per-tank debugging u can't really see the complexity that is simulated.
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You are misunderstanding me. There are like 8 different textures in play when it comes to forging the final picture for the DSCG and you might just have caught the wrong one. But if you dont share anything we can not really help you and possibly tell you how to change your setup so that it finally works. A screenshot and sharing your "mod" would be highly appreciated and the way forward for assisting you with this
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The fuel system is accurately modelled and has all these features you mention. It is difficult to see as a user because you are lacking the debug interface showing all individual tanks in-flight. Perhaps one of the devs can rerecord your tracks with it open, then you can see whats actually happening underneath Probably also a good idea for a modder to add that through Jester Modding, reporting fuel tank state through the Jester Console.
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You are misunderstanding the quote. When you press RESET right while being above the VIP, it returns back to the VIP because its right under you. Pressing RESET will delete the memorized position and move back the WRCS target to the default position, being your own aircraft position. It helps to read the actual wiring diagrams and Maint Manuals if you need accurate descriptions of logic. Flight Manuals and especially pilot-writeups like this are not always precise enough and leave room for interpretation.
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Jester already performs IFF by himself constantly and you also can already ask him to IFF explicitly. When Combat Tree is added, I am sure Jester will also operate it so you get to benefit from it - if that answers your question
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DMAS Version autonomous self lasing - Pave Spike / Pave Tack
Zabuzard replied to AvroLanc's topic in DCS: F-4E Phantom
I feel like its important to stress this fact, you are doing low level attacks. You wont have such issues lofting from higher altitude. (Which is ofc obvious but I think its easy to overlook this when reading your scenario descriptions) -
Sounds like you did not export the right display, can you share a screenshot or something? Yes, the Phantom is not setup for exporting yet. So you likely will have to standby.
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Difficult to tell without a track or video. The vast majority of material I have seen so far turned out to be user error because the system is complex to use and not necessarily intuitive. Generally, these radar settings you are talking about are for "general search". If Jester already found people, he leaves his general search pattern and focuses on the bandits instead. Also make sure you have not entered CAGE mode (Pilot controlled radar modes) accidentally, in which case Jester cant do much anymore at all. When he sees bandits on the screen, he calls them out (dont confuse these callouts with the ones coming from the RWR) and moves his cursor over the bandit. When that happens, he will definitely lock them up if you tell him. If he says he cant lock them, he also didnt move his cursor on anyone, never called them out (through the radar) and did not see them on the screen yet (did you see them on the screen?). Ive also seen people click the context actions too often, effectively commanding Jester to "Lock, Unlock, Lock, Unlock, Lock, Unlock, ..." within seconds. It is crucial to understand the terrain ahead in order to position yourself correctly with respect to the bandits, in particular also to increase their RCS by choosing a proper angle (dont go head-on against a fighter). Otherwise they wont appear on the screen, or just very late.
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They haven't changed. I suspect your situation doesn't provide enough contrast on the target. If you can send a track, that would be helpful :)
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[Bug] Jester calls out "lost cabin pressure"
Zabuzard replied to streakeagle's topic in Bugs & Problems
The hotfix didnt address the cabin issue. It will be fixed soon. -
LOFT with Target Find integration troubleshooting
Zabuzard replied to MBot's topic in DCS: F-4E Phantom
WRCS integration with the pod is only available with the weapon release in TGT FIND or DIRECT and the TGT FIND switch on the WRCS panel in NORM not HOLD. Further, the pod must be unstowed, ready for use and integrated with the INS. In your case you have the weapon release mode in LOFT, not TGT FIND or DIRECT and further you have the WRCS switch TGT FIND in HOLD, not in NORM. So WRCS integration with the pod is not available and the WSOs Antenna Hand Control is instead integrated with the radar system. See TO 1F-4E-2-38, p. 2-9, 2-14, 2-31, 2-33, 2-41, 2-45, further a direct explanation for NORM/HOLD at 2-48 and the electric wiring diagram for the WRCS panel towards the pod in Figure 2-11. And also the normal Weapon Delivery manual TO 1F-4E-34-1-1, p. 1-99, 1-100, 1-103. (If you can and have the docs available, please check the manuals before you question something to save us the time digging and verifying, thank you ) -
There is no extra feature for such a navigation. But, as you said, you can tune in on the TACAN station and use the HSI indication to manually navigate such that you end up at the right angle and distance - usually involving intercepting the radial. That said, you can bring up your map tools, put a spider card over it and figure the coords out that way.
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LOFT with Target Find integration troubleshooting
Zabuzard replied to MBot's topic in DCS: F-4E Phantom
FYI you can also do a LOFT for LGBs automatically out of the bombing mode TGT FIND with the Pave Spike. It works trivially, similar to CCRP. Pod on target, hold bombing button, pull up, bombs auto-release at the right moment. -
Thanks. This has been reported already somewhere, the team is investigating and working on a fix. Would be super helpful if someone can get hands on a (working!, try to replay it urself before submitting) track that reproduces the problem when replayed
