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Everything posted by Zabuzard
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Persistent problem. My aircraft has stopped seeing the external fuel tank.
Zabuzard replied to ASW's topic in Bugs & Problems
Smells like an oversight in the code. Detecting ext-tanks in DCS is super finicky, thank you. -
[2.9.21.16362] Question about specific air refueling behaviour
Zabuzard replied to Stickler's topic in DCS: F-4E Phantom
Oof, wait ill upload it directly to the forum... try again -
[2.9.21.16362] Question about specific air refueling behaviour
Zabuzard replied to Stickler's topic in DCS: F-4E Phantom
Eh, so this is a bit complex to explain. Essentially, it is due to the refueling pipe layout. There are no controllers or anything that open and close valves to execute the refueling in a coordinated manner, the refueling door is essentially connected to every tank with a specific pipe layout and it just presses the fuel through that, the rest is down to fluid physics, so to speak. The resulting outcome is a play of pressure, pipe diameters and lengths, gravity and G-forces depending on how much height the pipes have to cover and so on. Especially pressure in the other pipes change as soon as a tank fills up, more fuel will then reach to other tanks through the pipes. Or in other words, the more tanks you have that are full or filling up, the more fuel will be able to reach to tanks that are further down the pipe layout. Because it is so complex, I cant really do the math in detail now to show you why it ends up the way it is, but I can give you some insights into the pipe layout that should give a good idea of why you see what you saw. The pipe layout looks something like this: This doesnt mean it will be refilled in that order, like "Tank 1 first until full, then tank 2 until full, ..." but they are connected in that order. There is only so much fuel being pressed down the pipes and when for example tank 1, 2, 3, 4, 5 are all almost empty, then the final fuel pressure that far down the pipe layout will reach close to zero and the tanks at the end wont get anything just right now. Once the tanks that hierarchically come first slowly fill up, more and more pressure will still be available for the tanks further down the line. There are also limits of how much fuel can actually be pressed through these pipes, they arent individually capabable of supporting all the fuel at the maximum refueling rate. So once you for example are down to just filling up, lets say the two external wing tanks, then you are bottlenecked by what these two pipes can support. Hence why refueling only those two takes so long then. -
Most of these crashes have been fixed internally already before the patch dropped but the hotfix sadly didnt make it into the patch anymore. Fingers crossed it can soon be shipped your way :)
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It was made specifically for trim and everything tied to that. I.e. bobweights and bellows. I know how you did it with the binds but its likely that there will be a point where this method will stop working. Give the Special Option a try, see if thats better for you :)
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We have a Special Options that tackles the problem properly (Stick Pitch Smoothing Period). Approaching it officially from the inputs isnt a good idea and anyone who did it might in the future run into it not working anymore. gr0ver provided some detailed explanation in some threads somewhere here on the forum.
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Known issue that was already fixed internally. Cheers
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The underlying technology used in the F4. Its an umbrella term for things like the component system and all the benefits that this brings like automatic multicrew sync, more detailed simulation, compatibjlity and reusuability across several aircraft and sims, persistence compatibility and so on. That doesnt mean that the Tomcat now "uses" it though, the existing "old code" is still there and at the moment there is no plan to "rewrite the entire aircraft from scratch", but the RWR in the new Tomcat makes use of that system (as it shares its base with the F4 RWR). And it also was a prerequisite for us to be able to port some of the F4 goodies over to the Tomcat (and Viggen eventually as well).
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Sounds odd. So Jester Wheel also doesnt show up? Could you share screenshots of your Special Settings and the Graphics Settings page? Cheers
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I dont have a solid reason available. Probably would have to ask the actual designers. Maybe meta reasons like wiring and upgrade history and whatnot.
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- real life
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update DCS 2.9.21.16362 RWR shows contacts only within 2 nm
Zabuzard replied to Massifontana's topic in DCS: F-4E Phantom
It appears that sth got wacked with the RWR, we are investigating already. Sorry for the inconvenience.- 1 reply
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works for me [emoji3481]
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There is btw also a detailed explanation in the manual: https://f4.manuals.heatblur.se/dcs/persistence.html
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If it hapoens again, now you have the EFB Electrics page to give some insights :)
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Currently they have been added to the module but not to the corresponding liveries (yet). So at the moment you have to do livery-modding to see them. Sounds more scary than it actually is. The liveries have a file called description.ext, at the bottom of it you can find an area called custom_args. In there you can essentially hardcode certain animation values for the aircraft. For the Probe you want the animation 4010 and for the AUP stuff its 4020, value 1 for both of them. So you would add something like [4010] = 1, to that file and then, when you select the livery, it will have the refueling probe enabled. (Technically you would also need to put [4010] = 0 on all other liveries, otherwise the probe sticks with you when you pick another livery afterwards - thats a DCS thing) You can also find details in our Discord where people talked extensively about this topic and even in our manual: https://f4.manuals.heatblur.se/dcs/modding/liveries.html#character-customization A list of all animations in the model can be found in the draw_args.lua file. You can view and play with them in DCS ModelViewer.
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No F-14A-135GR Early listed in mission editor
Zabuzard replied to Magot's topic in Bugs and Problems
thanks, we will look into it -
I dont think this is something we control. I believe the mirror functionality is on ED. But will forward it to Cobra, he should know.
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Made a Jira ticket
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There is this special country that has access to everything. I think its called Combined Forces or something like that, pick that instead. Or put Iran on the blue side in your mission settings instead.
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Yes this is intended for compatibility reasons. Originally we had it only work on friendly airfields but then people couldnt for example use it on roadbases or also on captured airfields or also on maps where the properties arent setup correctly yet (as we often see with newly released maps for a longer time until everything is fleshed out). Given that the F-4E has no other startup option at all, you would be stranded eventhough you potentially didnt even do anything wrong. We wanted to prevent that, so we removed the restrictions and you now can use the GPU everywhere.
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A/A refuel no complete call and Jester dialog loop
Zabuzard replied to Moosemermaid's topic in Bugs & Problems
It is a deeper issue with Jester itself that has nothing to do with AAR specifically. It likely wont be possible to fix it without a track that reproduces it as several blind attempts to fix it havent worked yet, unfortunately. -
Is navgrid useful for only singleplayer content?
Zabuzard replied to DejmienoPl's topic in DCS: F-14A & B
If you are playing singleplayer campaigns, you will get the communication aspect as well. For example there might be a radio call that asks you to fly somewhere. (Especially the DLC campaigns include heavy scripts and voice-overs and other custom content that lets it feel like you are not a "single player" at all) -
Can't get a radar contact until very very close
Zabuzard replied to guitarxe's topic in DCS: F-4E Phantom
Thanks for the track. As said, its because its a direct head-on against a fighter over terrain. A human wont perform much better here either. Jester gets him on my radar at 15nm which is quite fair I would say: If you use Boresight instead I can get him on screen at 21nm already but too much clutter for a solid lock. Needs 3 attempts until I end up in a valid lock, at which point im also at 15nm already. But this time the early lock-attemt got him scared enough to go defensive and I was shooting first. If you modify the mission to come sideways things look different, I get him on screen at 19nm: -
There are multiple things that could have gone wrong here. Potentially you didnt even lock the target, its a bit hard to validate based on the video. Also, you need to track the target for roughly a second for the sight to work properly, it will account for range, not movement. So a head-on encounter like this isnt really a good use case for this feature. Mind sending a track file? Try the gunsight against maybe a practice target flying away from you that doesnt maneuver, you will see how it does indeed adjust for the range properly and when you can properly stabilize your pipper on the target it will then likely also hit.
