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Zabuzard

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Everything posted by Zabuzard

  1. Yes, it will be available in the upcoming DCS patch. It was originally supposed to be in the previous one already but it unfortunately missed the upload deadline by a day.
  2. What you are seeing there is mostly the engine changing over time and not us touching any of those lamps. Its tricky.
  3. The counter observation could be because the counter includes the internal wing tanks, which the external tanks cant feed into. So the internal fuselage tanks all being full (in particular the two cells the ext tanks can feed into) could happen at different counter values in case the internal wing tanks have been used throughout the flight. The tape above the counter is a "safer" way to inspect what's happening in this situation, as that only includes the internal fuselage tanks (cells 1-6, reserve cell 7 excluded). Which are exactly the cells that the external tanks can influence. They transfer directly into cells 3 and 5, and indirectly into cells 4, 6, 2 and 1 :) (On that note, the internal wing tanks transfer through the same pipes and mechanism as the ext tanks and are hence mutually exclusive)
  4. It is actually quite complex because it is super dynamic and there is no way for you, as pilot, to "look into" it. Essentially, the switches on your fuel panel can open and close the valves for the external tanks or the internal wing tanks, which connects them to the fuel circuit. They are connected to cells 3 and 5 and will start transferring whenever those fall below a certain threshold. It is not really possible for you to influence this or to see what fuel level those cells currently have. They gravity feed cells 4 and 6, which also depends on their fuel level and forces acting on the plane. Those cells feed cells 1 and 2 via gravity and pumps, which also depends on their level and other factors. So it is a highly dynamic system and you cannot really predict nor influence the transfer. Details in the manual: https://f4.manuals.heatblur.se/systems/engines_and_fuel_systems/fuel_system.html#transfer-sequence In practice however, this system pretty much ensures that the non-fuselage tanks (internal wing or external tanks) are "emptied first" more or less by topping off the internal fuselage tanks every couple of seconds. So there isnt really any reason to be concerned. If you connect your ext tanks the external fuel will be emptied first more or less and you can jettison it essentially as early as possible.
  5. This is actually mostly a topic of fighting with the DCS graphics engine for creating the desired effect that works as expected in day as well as night lighting conditions. We are aware that the lights don't look proper in all situations. Ill poke the art team, but I remember them going through various attempts that all had issues in some other situations. For example when it worked well for night it didn't work well during day anymore and so on. Tricky topic.
  6. Options typically include: 1) Fly on a server hosted by someone else who went through the network setup 2) Host it yourself For 2) to work you need to open the corresponding ports (often called portforwarding). There are a lot of guides for this, as this is a non-specific and very widespread thing. But the exact process is different per router. It is usually a setting somewhere in your router configuration. But in some cases, depending on the exact ISP contract you have, it might not be available at all. An alternative approach to opening ports is to mimic creating a local network with you and your friend (LAN). I.e. as if you are living in the same house. There are apps for this, for example Hamachi. It is definitely something non-DCS (and non-Phantom) specific[emoji106]
  7. Thanks for investigating and the instructions. Fingers crossed we can repro it with that as well [emoji106]
  8. Afaik it is correct as-is. I remember this question coming up a few times during dev and the SMEs, and docs, always confirmed it to be correct. But I can doublecheck and fresh up the memories, cheers :)
  9. Thanks for the tracks. Can you replay them locally in DCS to see if they work and replicate the issue? That's how you can verify yourself if the track will help us or not. Thanks :)
  10. Yeah. Its not the best UI for this particular use case. Theres some stuff on the list to improve it. But welp, time... :D
  11. When you set it to launch according to a configured program it will release them based on the configured programs parameters. Are you saying it is doing something different? If so, could you provide some details please? Cheers.
  12. This is a DCS VR engine issue for which ull find solutions reported in the forum and the FAQ. Essentially, go to ur VR settings and check "Use System Resolution", select BOTH EYES and then go to ur graphics settings and select a resolution of at least 1920x1080. Restart DCS. It should work now. Otherwise, ull find some options to mitigate in the Special Options, such as offset and resizing.
  13. Such vertical lines are either the result of getting jammed or its a known bug that a lot of players report being fixed after selecting the "Radar Performance" option in the Special Options. So I'd give that a try. Regarding Jester not finding the Mig, if you havent seen the return on the screen then its likely your fault for not positioning the aircraft right or simply expecting too much from this early radar tech. There isnt too much Jester or any WSO can do to make a target appear on the screen besides pointing the antenna there and tweaking the gain, which Jester does automatically. If you can supply a track or video of the situation we could have a look and give details on what happened :)
  14. Please do take note that the manuals often cant be taken literally and sometimes contradict the electric wiring diagrams of the technical maint manuals and the like. But yeah, we will have a look. Thanks.
  15. Rest assured, we read all bug reports. It will ofc be investigated. Cheers
  16. Right, we are aware. It happens to us occasionally as well. The issue is not knowing that it happens or what it does. The issue is that in order to find the source of the problem and to then fix it, we need a working track file (short and SP) that reproduces the problem when replayed within DCS. Since then we can attach a debugger to the game while it replays the issue and inspect the system in order to spot what is going wrong in the code. So far neither we nor the community was able to capture it on a proper track yet, sadly. And our ~3 blind attempts at fixing "something that looks odd in the relevant code" apparently did not fix it. At that point the only way forward is to work with a track.
  17. We have several features planned to improve on this. From a virtual keyboard to being able to bind the numbers. And also generally improve the UX of the text-input in the UI, in particular for VR users.
  18. This is happening occasionally since release but no one was able to pin it on a working (short SP) track. Our blind investigations and attempts on it didnt do the trick, sadly.
  19. I would have to guess but I suppose yes. Messing with this file allows you to change a lot of stuff, for example adding the Mig-21 nuke to the Phantom. Or giving the AI Phantom ultra acceleration. Or removing Damage Cells.
  20. If you dont like the training bombs (or any other weapon on the affected pylons) and dont want to wait for the proper fix, the best I can offer you for today is to remove the weapons from the pylon definitions locally. Therefore, go to Dcs/CoreMods/aircraft/F4E/Entry/F4E.lua and remove the following lines (or whichever weapon you want to remove):
  21. Thats the POV of someone who is perhaps flying on a server or similar and wants to blow up stuff. If you ask someone from a squad who makes realistic trainings you would hear the opposite. Either case, a solution will eventually be found :)
  22. I assume you are in VR? This issue is the result of an unfortunate combinations of settings. You can find a few explanations on the forum. Essentially, you need to go to the VR options and check "Use DCS System Resolution", select "BOTH EYES", then go to the regular graphics settings and choose a resolution that is 1920x1080 or higher, then restart DCS for the changes to be loaded fully. That should do the trick. If you really can't get it working, the Special Options tab has a few options to mitigate the issue a bit (for example you can manually force a lower resolution, offset it left/right or up/down and so on).
  23. Yeah... hopefully ED can find a solution. Would suck having to remove a weapon.
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