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Zabuzard

3rd Party Developers
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Everything posted by Zabuzard

  1. You need to be in the corresponding NAV modes for the knob to move anything. Bump it around and the knob should start to do something.
  2. Kindly see the manual, thanks: https://f4.manuals.heatblur.se/dcs/mission_editor.html#flight-plan-preparation This happens when you try to start the game while some files got deleted/removed or modified. Most likely the cause of your AV program messing with the modules files. Add an exclusion and then run a repair to get the files back
  3. Zunis are for the Navy Phantoms only. So no, not planned for the -E. Cheers
  4. I think by now its pretty clear that you dont like your virtual WSO and prefer the options to deactivate him and control both pits by urself - which is fair, that is your opinion after all. But please let others who have a different opinion enjoy their time with Jester, thanks :) (Jester has feelings as well, no need to call him bad words all the time, your feedback reaches us without that as well.)
  5. That is intentional and to some extend also realistic (but I dont want to start this discussion again right now). It was talked about in and out for the Tomcat. Whats on the plan currently in that regard is to: * offer an option that would swap him against a more "by the book professional/calm" Jester * an entry in Jester Wheel to not only mute him completely, but so that he reduces his comms to the necessary only and leaves away the chatter.
  6. Yes, your observations pretty much line up with our plans on improving Jester further during Early Access That is actually intentional as Jester estimates it based on the current altitude + radar antenna position with the rule-of-thumb used by real WSO. The part that needs to be changed still is making his callout sound less specific/confident, so its clear that its an estimate only.
  7. Im sorry to stress this, but the F-4E is not a carrier compatible plane. Yes, it has a tailhook. And we simulated it fully, you can land with it on a carrier just like you could IRL with a -E in theory, with all the consequences this has. We understand people want to cosplay as Navy Phantom while waiting for the actual module that will come at some point in the future. We have heard the question and are possibly considering doing something about it. You have to understand though that time and resources are unfortunately very limited and our schedules are packed. I would love to be able to tell you "yes, cool idea, its in the next update", but this unfortunately just doesnt work. The request is a low prio item for us and its unfortunately also not a quick and easy thing to add.
  8. True. That is an oversight. The pins currently dont have any function other than looking cool.
  9. The changelogs are exhaustive. If its not listed, it wasnt addressed yet. Huhu. We are aware. The Phantom currently doesnt support the export stuff properly yet.
  10. Thanks. This is a known issue and its a bit painful to fix. Requires changes throughout the entire spectrum. On the model, animations and also on the code side. It is because EDs AI code has a different understanding of the rudder animation than our model and code. The only real way is to align everything on our side to how the AI thinks it works.
  11. If you are flying against an AI Phantom you are not fighting Jester or "our simulation" but EDs AI code, hence the different behavior. You also cant really comoare the two radars like that. They are very different IRL and also in how we and the thirdparty behind the Mig decided to simulate them. Regarding your experience in the Phantom... not sure how to help you. It seems to work well for the testers and most users. If you would have a (working) track we could probably give you very concrete feedback very quickly :)
  12. That switch is not implemented until the DCS engine provides a way to influence the IR locking polarity. Try changing your approach angle to improve how the scene looks like to the seeker. Sun exposure also plays a high role. If you genuinely think there is a bug, please provide a working track file (singleplayer, sub 5min ideally). We can then usually tell immediately whats going on by having our debugging tools running while it plays. Cheers
  13. They are missing due to technical issues. They will eventually be added, yes.
  14. No worries. This kind of navigation takes time to get used to and its also too easy to forget that its not easy and obvious if you havent done this in 3 other modules before already
  15. It will be available with the upcoming DCS update. Cheers.
  16. It might help to read this and surrounding posts here (including step by step images) which specifically talks about this training mission as well: Cheers
  17. Depends where those 4500 lbs are located at. And how you are flying. Remember that the totalizer includes the internal wing tanks, which do not feed with the door open. So if the totalizer shows 4500 and you had the door open, it is totally possible that those 4500 lbs were in the wing tanks, not in the fuselage cells. The moment cell 1 goes dry, your engines will flame out. You can check Cell 1 fuel by holding the "Feed Tank Check" switch behind the tailhook lever. If you are flying afterburner and perhaps some negative Gs for a bit longer you can flame out easily even with all other internal tanks still full, as the pumps alone wont be able to keep up with afterburner consumption. You need a positive gravity feed to hold the engine alive during longer AB use. There is of course also the possibility that you damaged some valves or the fuselage pumps, blocking transfer between some cells. It is really hard to go in blind here. A track would be great.
  18. I cant find that loadout anymore. So I suppose it got fixed already If you still see it after the next DCS update, please send a screenshot with the full name of the loadout visible or something. Thank you
  19. When the door is open, the internal wing tanks and all ext tanks are cut off and cant feed due to pressurization changes. Further, the automatic fuel system that kicks in on low fuel is inoperative while the door is open (which is also used to turn it off again in case you have refueled after the system kicked in). The pumps you are referring to are for the internal tanks (tanks 4 and 6 to 1+2), which can still feed with the door open.
  20. The upcoming update already has a command to tell Jester to refine an existing alignment. And a future update will soon contain a way to redo an alignment from scratch as well. Regarding the second point, if you align on external power you can severely damage the INS equipment when you cycle the generators to internal power, as you momentarily have to move them through the OFF position unfortunately. This is also why Jester asks if you are ready or still want to cycle generators around a bit. Only the heating phase can safely be executed at that point (which Jester starts without asking the moment the jet has power).
  21. Ah, that is a known issue and not an oversight. It is because these knobs have a complex interaction (they must be pushed/pulled before they can be moved) and that requires some extra effort before they can support our bind-interface.
  22. The Emergency Brake isnt a brake. It reroutes hydraulic power to the brakes to enable you to use the wheel brakes even if the normal hydraulic feed failed.
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