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Everything posted by Zabuzard
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Sorry, I do not quite follow. Could you elaborate?
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The AI topic has not been touched yet. You will see it in the changelogs if it was fixed :)
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No. It is currently not planned for Jester to support Mavericks. (Mavericks are usually, not always ofc, controlled by the pilot in the Phantom)
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We have seen these a few times. Quite rare and, as you said, no one really knows where its coming from. We are still hoping that someone is able to capture it on a working track (short, singleplayer). Then we can probably nail it down quickly from there. Nasty one...
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See, that is what I mean. The actual use case is that you want to follow your flight lead in bad weather conditions. So what you actually want is not "hey WSO, please put the radar on 5nm... now on 10nm please... now 5nm again...", but "hey WSO, can you put our flight lead on the radar please, I am having a hard time seeing him". "Focus" sounds like a good choice for that. You are right ofc that the flight lead might not show up in the list for some reason and that is something we can change and influence. I would be surprised though if merely changing the display range changes much on that regard, as it is just the range of the display, not "radar range". The radar capabilities are not affected by the display range at all. Whether an aircraft will show up on the screen or not does not depend on that setting at all. The return will or will not show up on your screen at the same moment, 5nm or 50nm - just at a different location. In either case, Jester would/should be able to identify it immediately and from there FOCUS should be available. What we could for example do is to add anything in visible range or aircraft from the own flight or faction into the FOCUS/LOCK lists regardless of whether its visible on the screen or not. This ties in with the planned addition of adding targets from AWACS and RWR into "Jester Radar".
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It is part of his bigger navigation update, coming with the next patch. Where you will be able to associate certain types to waypoints, such as designating a waypoint as NAV FIX point. Details are already in the manual: https://f4.manuals.heatblur.se/jester/navigation.html#flight-plan Afaik the update will also contain the typical towers they used for NAV FIXes on friendly territory as object to place in the ME.
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You can focus the "target" ahead of you and Jester will set the range accordingly. (Jester Context Command SHORT or, especially for friendlies, Jester Wheel > Radar > Focus). We want to get away from this thinking of using the WSO controls as Pilot. Instead, you would tell him your actual intention/use case and he does his job based on that. If above doesnt solve the issue, could you elaborate on what you are trying to achieve. I.e. why exactly you need the display range to be that small.
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afterburner extremely loud, cant control the volume
Zabuzard replied to Hammer1-1's topic in Bugs & Problems
The upcoming patch has a sound overhaul. Please report back if the issues still persist after that, cheers. FYI our sounds are connected to those sliders. Its just that DCS and its sound mixer is a bit complex in some situations. For example, if there is a single sound playing with a very high volume like 20 while everything else is set to 2, it will pretty much mute the other sounds. The volume settings are all relative and influence each other dynamically in the mixer. So its important that all sounds are carefully aligned with all other sounds within the module and also from DCS itself. That process takes some time. -
SUU-23 gun pod ammo count and casing ejection issues
Zabuzard replied to Phenom2266's topic in Bugs & Problems
Despite the title suggesting otherwise, the video shows a SUU-16, not a SUU-23. -
If set to NAV COMP, the HSI will display steering information to the point currently selected by the WSO on his Nav Panel (right console, aft). The WSO can select either TGT 1 (use coordinates currently entered on the panel) or TGT 2 (use memorized coordinates). The aircraft is only able to memorize one waypoint. A WSO, and in particular Jester, will use this to steer you through an entire flightplan by memorizing the current waypoint into TGT 2, updating that whenever you passed it. TGT 1 is then used for momentary deviations or quick references like Bullseye. Jester makes this stuff available to you through the Jester Wheel (explanation in the manual section Jester > Navigation), where you can set up a flightplan and tell him to set it as active and/or select individual points, as well as quick deviations. After Jester selected your desired point, all you have to do is to set both Nav knobs next to your HSI to NAV COMP, then your HSI will show the steering info. Note that the INS shouldn't be relied on, prefer TACAN/VOR and visual references when you can and always plan in NAV FIX points on your route (Jester will support this with the upcoming update).
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The Naval variant is quite far out still and there is also the DMAS upgrade to the E that we will focus on first, in terms of Phantom development.
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The gunpod falls under the category of "BRU-5/A with single bomb". That is, the CL light should be on, but launch still allowed. The same applies to the "1x Mk-84 - 2000lb GP Bomb LD" configuration that we currently have for that pylon. Thanks for bringing this up, the logic has been fixed for the patch after the upcoming. Cheers
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SUU-23 gun pod ammo count and casing ejection issues
Zabuzard replied to Phenom2266's topic in Bugs & Problems
Do you have any reference for that? The main gun is for example closed circuit. I am trying to dig up their technical manual in the meantime. -
[Bug] [2.9.5.55300] SUU-23 Gunpods incorrect round quantity
Zabuzard replied to DSplayer's topic in Bugs & Problems
The amount of rounds has been fixed for the update after the upcoming, cheers -
SUU-23 gun pod ammo count and casing ejection issues
Zabuzard replied to Phenom2266's topic in Bugs & Problems
The amount of rounds has been fixed for the update after the upcoming, cheers -
Has something changed with the sidewinders?
Zabuzard replied to Gunfreak's topic in DCS: F-4E Phantom
Nothing was changed, no. Make sure you have a Sidewinder variant equipped that supports the tone. See here: https://f4.manuals.heatblur.se/stores/air_to_air/aim_9.html#variants -
Jester currently only lases for 2 seconds to get good range info. He is not ready to lase for a bomb drop yet. You are supposed to bind the temporary WSO binds of the Antenna Hand Stick. You do not have to go to the backseat for that, thats why there are the [WSO] binds in the Pilot bind list Jester context command can be used to just get the pod quickly locked into the enemy area, from where you can then fine tune with the Antenna Stick yourself and start lasing whenever you like by hitting its trigger. Jester will of course eventually learn to operate the pod, but for the meantime the Context Command is just meant as an aid for you to transition from flying the plane to operating the pod, allowing you to put the nose on the target area, lock the pod on the target area, perhaps level out again and enabling the autopilot to then transition your hand from the flight stick to the Antenna Stick for Pave Spike operation. The main reason why Jester doesnt just keep lasing is because the correct procedure is to only lase on the final ~10s before impact, not all the way down. So this would require some advanced coding on Jesters part first. Lasing during the entire attack is problematic because the Pave Spike is so sensitive to any aircraft movement that bombs will chase the laser on any unintentional wobbling and then bleed their energy. That said, if you want to drop dumb bombs you can do it with Jester Context Action alone in a single go, similar to Dive Toss, provided you can hold the camera on the target accurately enough that it does not need any fine adjustment.
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What you are describing generally sounds like correct behavior though. If you are unsure, you can send us a track or the mission file and we will have a look. Thanks.
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Possibly you were looking for "airbrake", while the system is called "speedbrake" in the F4. The file is Effects/Aircrafts/External/F4E_SpeedbrakeWind. The soundeffect gets louder the faster you fly, as it is the sound of the wind force hitting the brakes and the aircraft rumbling due to that. If you just deploy them on ground without any significant airflow, you wont really hear anything.
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Do you possible have "hear like in helmet" checked in your settings? That would possible kill the sound effect, as its not coming through the headset.
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Perhaps merely having the axis bound lets it constantly send its position to DCS whenever Jester tries to move it elsewhere, constantly resetting it back. I doubt its the case for everyone though. I also have it bound in order to control Pave Spike, but dont experience any issues with ground locks. Annoying...
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DCS shenanigans. Its hard for us to tell as everything our code receives is literally the SHORT command. If there is a bug, it is happening outside of our control.
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This is most likely a problem with your hardware or DCS. That is, you do not hold down the command all the time but interrupt it shortly, hence the "focusing" voice confirming the SHORT action. Either your hardwarw isnt able to prooerly hold down the command without sending a microinterruption, or DCS. Our code receives it interrupted. We have seen such reports since release already, but rather rare. We are planning to adjust the code to be resilient against microinterruptions and ignore them.