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Zabuzard

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Everything posted by Zabuzard

  1. Ill try to get one of our artists to reply, but they are always so busy :D There is no reason to not tell, we encourage modding.
  2. Bug, has been fixed for the next update
  3. Thanks again for your tracks. I just checked them and everything looks correct. 1. The HEAT lights show you the currently selected missile, they light up one at a time. Please see https://f4.manuals.heatblur.se/cockpit/pilot/weapon_management.html#heat-lights Since you did not load all stations you need to skip the stations in the sequence using the Pinky Hat "Reject" bind. That will cycle the selected Sidewinder stations. Ive tested it in your track and it works like a charm. 2. Yeah, you decide when you want to launch the missile. It might for example still pick up a target while flying. You can launch them whenever you want.
  4. Please also check your Intercom Volume Knob and the slider in your settings labelled Headset.
  5. That knob isnt enough. Please also look into the other knobs and settings I mentioned, cheers :)
  6. It is intentional to aid players (and Jester) in not forgetting about the warmup. Like, STBY doesnt hurt and starts the warmup phase. So when users want to enable the jammer they can do so right away and not be like "oh damn, I forgot to tell Jester to start the warmup 5min ago". But yes, you would normally leave it on OFF on ground and cold.
  7. Which knob did you turn? Possibly you missed the right one, as they are quite spread out through the cockpit (left console aft Aural Tone, right wall RWR ML, RWR panel Audio). Also make sure the Intercom Audio Knob is up and check your DCS sound settings for the Headset Volume. We have also seen people request it to be lowered, but for most it seems to be about right. So it feels like rather a misconfiguration or a missed knob?
  8. FYI Jester is not tuned for landing with a flare. We compute the physical force that acts on his body after the gear and OLEOs absorbed parts of them, this is what he measures and comments on. If you watch any of our Phantom SMEs do the landing, they do it the way they did it back in the days - no flare. And Jester always says it was a perfect landing when they do it. You need to maintain your AoA but also the sinking rate. Remember that the engines are slightly tilted, so playing with power at these AoAs will also affect your sinking rate. Obviously these people are experts, but the point is that it is rather the lack of skill executing the proper landing perfectly as virtual pilot if you _need_ to flare in order to do a smooth landing that Jester is fine with. It absolutely can be done without. If you found a technique that works for you thats great and no one will judge [emoji106] Practice, practice, practice :)
  9. It is the "reject" one that cycles stations. As said, we will check your tracks next week and then come back with details [emoji106]
  10. If you do not have a Sidewinder attached on all sides you may have to use the button on your Pinky Hat to Cycle the station to select the right missile to use (Pinky Hat up IIRC). Not all Sidewinders have the growl tone. A lot of them have Null-Seekers, which go dead silent as soon as the missile looks at the target. Kindly see the manual for an overview on this: https://f4.manuals.heatblur.se/stores/air_to_air/aim_9.html#employment Thanks for the tracks, will check on Monday.
  11. Yeah it's on the list to add them.
  12. Mind sending over a track of you replicating the issue? Cause it looks good on our side :)
  13. Kindly see this thread, thanks:
  14. The automatic fuel transfer system kicks in when cell 1 + 2 drop below a threshold, so it likely did activate in your case. I need to doublecheck the code tomorrow to tell you how it behaves exactly when wing tank + ext tank are selected. But I do for example recall that this system overrides the "stop internal wing transfer" switch. Then again, there could be other reasons. Perhaps you pulled some heavy G or extreme outside temps or sth and one of the valves broke or got stuck. Perhaps just momentarily but while you were in AB. If you can reproduce it and send a track, it would be awesome. Then I just have to launch the track with the debugging interface open and can see the status of the entire fuel system within a second :)
  15. Well, its complicated. There is a lifepoint threshold at which he will consider an aircraft to be done, report it as dead and ignore it in his logic. If you make it too low you will have enemies that are burning to the ground but still considered a threat. If you make it too high you will have Jester ignore someone on fire who is still flying around shooting missiles at you, being unable to attack them back since Jester ignores them. We have to work with what the DCS engine offers to us. Unfortunately, that isn't much when its about the combat status of another aircraft.
  16. The External Tank Feed switch must be in OFF for the internal wing tanks to be used. They both share the same pipes and if the valve is in the wrong setting you are only allowing the non-existent ext tanks to feed, not the internal wing tanks. The aircraft has no awareness of ext tanks being loaded or not. So if you select ext tanks to feed, but have none, you are still blocking your internal wing tanks.
  17. Perhaps you are too fast? Have you trimmed the aircraft correctly? Are you holding the stick full aft until the aircraft takes off on its own? What is your procedure, at which speed are you airborne? Not sure what you mean regarding the SU. A track would be nice :)
  18. Did you fly with afterburner on for a few minutes? Possibly even some negative Gs? The system cant feed faster than the AB burns. But yeah, smells like you trapped the wing fuel. There are several ways to do so.
  19. (Track likely wont be possible due to the crash, but a mission file with the concrete steps to reproduce would be useful )
  20. Could you elaborate on what happens for you and guide us through your procedure? A video or track would be perfect. I am sure you are just missing something minor and we can quickly get you on track then[emoji106] Otherwise I would just recommend any of the great YouTube tutorials on the matter.
  21. Kindly review this page again: https://f4.manuals.heatblur.se/procedures/bombs/bombs_loft.html For LOFT you need to enter the loft angle (low angle knob) and the pullup timer, as shown on the linked procedure. Thats it, nothing else needs to be entered. Once you are over the IP you press and hold the Bomb Button. At this point the aircraft starts running down this Pullup Timer. Once it hits zero you get the cue to pullup (tone and lamp). You pullup and the aircraft automatically releases the weapon the moment you hit the Low Angle you configured. Since it is solely based on a pure timer it is crucial that you fly the parameters you used in the tool to obtain the timer value precisely. That is, if you for example fly faster or higher or miss the IP by 0.5nm than the values you entered into the tool that spit you out the timer value, then you will miss the target. I agree, the manual would benefit from more details. You will find an "issue" for that on its Github page already. The manual is open source, so feel free (or anyone else) to edit and improve it[emoji106]
  22. The release altitude and speed are only used to compute the correct drag coefficient value. They are not entered separately. Kindly see the corresponding manual page for details, cheers: https://f4.manuals.heatblur.se/stores/air_to_ground/bombs/employment/lofting_tossing.html#procedure---loft Also see: https://f4.manuals.heatblur.se/procedures/bombs/bombs_loft.html
  23. The default model without any "weapons" loaded has pylons and hence the aircraft weight is configured for that specifically. A "removed pylon" is considered a weapon by DCS. Hence you can pick it from the loadout options, like a bomb or pod. Since it is a weapon, it has weight, including negative weight in this case. If you would configure the aircraft by default for "no pylons", users would need to "equip" pylons manually in the loadout editor each time and we would also need to tie the pylon visually to all selectable weapons. It is much easier and more reasonable to instead have the pylons there by default and make the "no pylon" an equippable option. That decision then leads to the weight setup.
  24. Sure, the dialog-UI supports the same controls than the Jester Wheel. That is: * head tracking * mouse * QWE and CTRL+1..4 * assignable cursor axis
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