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Zabuzard

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Everything posted by Zabuzard

  1. The Laser is toggled with the Antenna Stick Trigger being pulled from Release to Half Action to Full Action, back to Half Action and back to Release. You can see it confirmed with the TTg and TT0 cues being solid vs blinking etc. Kindly check the corresponding chapter in the manual: https://f4.manuals.heatblur.se/systems/weapon_systems/pave_spike/overview.html I am not sure what you mean by "the image scrolls up", perhaps you elaborate or send a track file of your sortie?
  2. JPOD isnt there yet. What you have right now is what we were able to put in within 5min that is still useful to the pilot. All Jester does during context action in TGT FIND is pressing the trigger once to enter the pods TRACK mode (or get back to 12-VIS acq mode if pressed again). The "stabilization" you see is the rudimentary stabilization coming from the pod itself, not Jester. He also doesnt control the laser. The idea here is that you can put ur nose in the general target area, hit context action to get the pod looking in the right direction, pull up into level flight again, stabilize and/or activate autopilot and then use the TEMP WSO controls to do everything pod related yourself from there on. Jester bridges the general pod operation for you, mode switching etc. So you can focus on slewing the pod and firing the laser. Alternatively, it should be enough by itself already to do a dive-toss-like delivery in a single go with the pod. As in, dive, nose on target, context action, bomb button, smooth pullup - should work for non-accurate deliveries like CBUs or multiple dumb bombs.
  3. The laser from the Spike is used during TGT FIND mode. Which is essentially just DT but with using the Spike instead. So yes, flip the mode to TGT FIND and do ur procedure, it will then use the laser range. TGT FIND (as well as DT) technically doesnt care if ur diving, lofting or level or whatever. It is a fully automatic release. Its just that when you need to use the Radar and the "nose" to designate your target that you will typically find yourself in a dive. But technically DT doesnt require you to dive if you manage to designate the target otherwise. And that's what you can exploit with TGT FIND, given that you designate the target with the pod instead. It is like CCRP in a modern plane. You designate the target, hold down bomb button and fly however u prefer (level, dive, loft,...). The computer automatically releases at the right moment a ballistic solution is met (provided you entered the right drag coeff based on type, release alt/speed,...).
  4. You simply unlock the target by using the Trigger on your Antenna Stick :)
  5. Yeah. I think this one was corrected internally already actually. Its because there was a patch somewhere last year where we had to swap our HOBOS against EDs new HOBOS weapon and whenever you change weapon definition you need to also adjust it in all missions referencing them in their loadouts.
  6. No ETA, sorry. For Napalm, that is something ED has to make. Once there, we will add it to the Phantom
  7. Replays don't capture mouse interactions and head tracking well. So any HB UI interactions won't be present in your replay anymore. You would need to press ESC when the menu opens and do exactly what you did during the "recording" to repeat the process. Alternatively, interact with the wheel completely through keybinds only. For example the CW/CCW or CTRL+1..9 binds. Those are properly captured by DCS replay system.
  8. It needs to be created first, that takes time. Way more time than what people think. Cobra explained it a bit on reddit a few months ago. Either case, it will be made available once it's ready.
  9. Yeah it's a known "issue". It was noticed a bit too late during development of the 3D model and decided to keep it as is for the initial release and possibly correct it later.
  10. That can have various causes. Could you possibly attach a track or is it not reproducible?
  11. Which exact station and map are you tuned to? Often the VOR/ILS vehicles are placed next to the runway, not exactly on the runway (it is just a tool to get there until you see it visually, not to glide down all the way on the concrete).
  12. Due to how the TAS gauge works internally, it cannot give reliable values outside of the calibrated range of 150 to 1500 knots. So that is expected behavior :)
  13. For bombing you would use the True Airspeed Gauge to the top left. The values on the Bombing Table are all TAS not IAS :)
  14. Cobra explained it on Reddit once. You can't use that template as-is because it cross references multiple files from private servers and has some complex setup, also with ED. There is quite some work involved into making it into a standalone paintkit that can be distributed and used by non-employees. At the moment there isn't much to say other than you will get it once it's there.
  15. When you ask Jester to go BST you enter the normal boresight mode, as opposed to CAGE/BORESIGHT (vs CAGE/CAA which is just one button click away). Everything you said so far hints me into thinking that something causes you to enter CAGE/CAA. As then for example Jester would also say "no can do" to your aspect-requests, as you are not in one of the two boresight modes.
  16. You can already mute and also fully disable Jester. Jester Menu > Crew Contract and then Presence to disable him fully and the Silence option for him to not talk anymore. Moving your Intercom Volume knob down works as well ofc.
  17. Could you send a track? It really smells like you enter CAA mode for some reason. Possibly doublecheck your binds, perhaps sth is indeed pressing the button (unintended). And no, we did our change a thing. Can't talk for ED though, who are responsible for behavior of weapons once launched. Btw, I would avoid the term "nerfed" as that implies a change is being made for balancing reasons - which is never a goal for us or any developer in DCS. We pursue realism, not a balanced multiplayer experience :)
  18. They are actually all implemented and functional. Its just that you cant interact with them currently (yet). They are all connected to the corresponding systems and if you could pull one of them the corresponding system would not have power anymore. The CB-fidelity is there, you just cant experience it yet. The problem with making them interactable is that you are going down to 1 FPS and DCS also starts to crash when you just add 200 more clickables in the cockpit. It is super unfortunate but the regular way DCS wants you to make clickables does not work for that amount of switches anymore. That said, we have a few ideas how we could work around and tackle the issue - which is also why we went the effort in coding and connecting all the CBs in the code from day one. Right now we only made the really important CBs clickable, which are the ones in the Pilot Cockpit. Cheers
  19. Agreed. The general idea is still that it doesnt really require deep prep - in particular since in most "standard situations" the "default" drag coefficient works fine and even if you just roughly put in a planned attack and then only follow it somewhat, you will likely score a hit. But yeah, the way the manual has it worded is a bit unfortunate
  20. Not sure where you take this from exactly in the manual. The drag coefficient is a required input for DT (and hence also for TGT FIND). The bombing tool always displays all required inputs. Since the Drag Coefficient is also influenced by release altitude and speed, you have to input that into the tool as well to obtain a proper Drag Coefficient.
  21. It will work for anything that actually plays over your Intercom. So for example the real actual Jester voice - not the artifical sound files played in these training missions. Or also the Crew Chiefs voice.
  22. The thing is, no one knows it ad-hoc. We can figure it out if you put a dev on, but right now we are all super busy (as usual). Your request has been heard and you will get a detailed answer from us at some point. Most likely at the same time when we want to expand this section in the manual with said details.
  23. The last patch had no updates from us. The cutoff was around christmas time when everyone was on vacation. Our stuff will be uploaded probably in the next patch.
  24. ah, that one plays through the mission. u can only change that volume through the sliders in dcs audio settings. but likely also affects other sounds.
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