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Zabuzard

3rd Party Developers
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Everything posted by Zabuzard

  1. This bug is due to how MT changed rendering order on the DCS engine for this particular setup. It will not be fixable easily and because we plan on replacing the UI with the new UI (see Phantom) for the long term anyways, we likely will not dump hours into trying to bend this back to working.
  2. Its a bug in the night lighting art.
  3. Lmao, Ill follow up on it, thanks.
  4. heatblur.se is down since yesterday, we are repairing it. Cheers
  5. Aye, we are on it. Cheers
  6. Cobra said that he will share concrete news on whats the deal with the BU later this year. Until then we have to wait
  7. Im not sure what to explain in detail now without essentially repeating what the manual already describes here: https://f4.manuals.heatblur.se/stores/air_to_ground/bombs/employment/overview.html and https://f4.manuals.heatblur.se/procedures/bombs/overview.html If you would give some details, for example which weapon and bombing mode you are trying to get working, I could go into detail and try to fill the gaps that the manual might have left - if any. I understand your frustration but it must be something you are missing in your procedure, perhaps sth simple even. The aircraft is fully multicrew compatible and constantly tested for it by us, our testers and the community. There are no known bugs that would prevent you from delivering bombs in multicrew. People are doing it successfully as we speak. So lets try to focus on figuring out what might be wrong in your procedure. If you can provide a track or details that would be super helpful! :)
  8. The DCS EF is developed by us. TrueGrit helps us out with their expert knowledge and did provide the 3D model we used as base.
  9. All changes get reviewed and approved by us and SMEs. The current content is 99% made by us, but it would be really cool if the community contributes and keeps on improving it [emoji108]
  10. Sorry, no ETAs.
  11. By the way, the manual is open source. It would be cool if someone puts all the neat stuff into the official manual so every user can benefit from it. You dont have to wait for a HB employee to do it. The manual is for all of us :)
  12. Sounds odd. People report daily on our Discord server that stuff works fine and it also works when we fly with our testers. Smells like you guys might be missing a step. If tutorials and manuals dont help, perhaps you can share a video. Or at least some details what exactly you are doing. Cheers
  13. They already do spawn with the ladder out - either the yellow external ladder or the onboard steps, which is randomized. It is theoretically possible for a mission maker to force the ladder by playing the animations manually. Like, setting the animation for the external ladder to 1 (and the anim for the onboard steps to 0). As soon as the pilot then clicks on "put helmet on", these "cold items" (e.g. also the red RBF flags and covers) get removed automatically by the code. I dont exactly recall how you can play animations via mission editor, but its possible. They are not per device like commands, just a global animation ID. You can find them by opening the model in DCS ModelViewer and/or by opening our draw_args.lua file.
  14. What you are experiencing is a known "bug" with the tanker where it wont understand that it must not plug the boom in before you have reset the refueling system (flip flop refueling door switch) after a maneuver disconnect. The tanker doesnt understand it, sticks the boom in regardless and then misunderstands our code telling it "yo, u shall not connect" as "ah cool, so refueling done, right? right?", incorrectly making that callout and then instantly disconnecting. Until it is fixed this means you also have to reactivate the comms-procedure with the tanker when it happens (intent to refuel, pre contact,...). But yeah, as far as the Phantom is concerned everything works as it should - after a maneuver disconnect the system must be reset manually with the switch before fuel can be received again, cheers.
  15. The Radar Altimeter has been ported over to our component system by now and hence received proper binds internally. It will be available with the update after the upcoming. Cheers
  16. This is simply because there are too many weapons available and EDs UI does not feature a scrollbar (yet). It is a known issue - we cannot do anything here, the UI is completely on ED. Cheers
  17. We can look up the electric wiring logic to be sure. Your description of the ingame logic is correct.
  18. As Dom explained, the wind thing is a DCS engine problem. Can you produce a short working track, then we can see if there is more we can fix from our side. Cheers
  19. Wheel Chocks unfortunately don't prevent mini movements in those situations. DCS shenanigans
  20. Yes, the engine is simulated accurately according to our available data and first-hand Phantom Pilot/WSO feedback. This includes compressor stalls and similar stuff.
  21. Usually this is due to ur spawn point or something slightly moving you during the alignment - in which case the INS reacts correctly by taking veeery long. Do you happen to have a track at hand so we could verify what exactly happened? Cheers
  22. You say this as if this is intended behavior. What you are reporting is new to us, sounds like a bug and we will investigate. Cheers. That said, there are some minor differences IRL between the two sticks. The backseat for example has no force transducer on the stick. The only technical problem currently know to us (which cant be fixed easily - but will be eventually) is that in Multicrew if flying from the back you will be flying "with lag". That is, the aircraft movement computed on the pilots computer, meaning your inputs first have to travel from your to their computer before they take effect (and the effect has to travel back to your computer again before you can react). Can you elaborate on what you two have set in your Special Options regarding Multicrew Flight Control behavior and whether you pressed the "take control" bind? What was your and your friends ping roughly? Below 100ms?
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