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Everything posted by Zabuzard
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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.
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Yeah, it is a false positive. There are other similar threads on the topic in this forum where you can read about details
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Yes, this is because on ground your bellows dont measure any speed and hence the bobweights start taking over and push the stick forward. Trimming in the F-4E changes the length of the lever the bellows use to apply their force. When the bellows decide to not apply force (or just barely any), i.e. when you are on the ground, trimming wont do much. The bobweights are its counterplayer and will then have much more room to apply their force. To make this clear: * the stick is moved aft by the bellows - which increase their force with increasing speed (measured through their air intake next to the rudder) * the stick is moved forward by the bobweights - which increase their force with increasing G Trimming changes the length of the lever used by the bellows. It does not influence the bobweights and it is also not connected to the stick directly. The resulting stick position is the result of this complex and dynamic play of forces that changes completely whenever you touch stick or throttle. A (simplified) example to make it easier to understand: Suppose your bobweights push the stick forward with force 100 and the bellows move it aft with force 5, resulting force on the stick is 95 forward. Lets say your trimming is neutral, the lever is extended 50%. Now you might move your trimming between both limits, lets say 0% to 100%. The result is that the bellows force changes between 0 and 10. Total stick force is 100 to 90 forward. Trimming barely changes anything in this setup. If your initial setup however is more like bobweights applying 10 forward and bellows perhaps 80 aft (on neutral trim), then trimming can change it between 0 and 160. Resulting in a total stick force between 10 forward to 150 aft. Now, trimming has an extreme influence on your stick travel, because the bellows applied much more force to begin with. The more speed you have and the less G you pull, the stronger the effect of the bellows, hence the stronger the influence of trimming.
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The module is at a stage where performance issues are usually not necessarily related to good or bad hardware anymore, but instead to very specific combinations of hardware, software and other setup related things that lead to niche and super specific issues. Thats why you will find people who play without any issues, as well as people who do experience problems throughout the entire spectrum.
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What I can tell you is that our SMEs (who are real life F-4 pilots and WSOs) are quite happy with how the trim system feels and works. Happy as in "correctly modelled", not as in "easy to use" I understand that you might prefer hearing it from them directly, as well as getting details of the procedures and perhaps someone will also respond
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I am sorry if that is your impression. It is of the utmost importance to us that our customers can fly our modules, have fun and are not experiencing any problems. I hear you and I believe what you are describing. Unfortunately, in order to help you by either pointing out a possible user error or identifying and fixing an actual bug, I need more details. I have checked the fuel systems repair code and tested it today, but could not find any issues.
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If your problem is the radar, you can try enabling the "Radar Performance Mode" option. That causes the radar image to be slightly less detailed, as the radar will not be operating at its full potential. I suspect this would also lead to the radar making less raytracing/terrain collision calls to the DCS engine.
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You might have ran out bc of long afterburner usage with occasional negative G, which the system can't necessarily keep up with. The remaining fuel might have been trapped in the wing tanks while you perhaps had the external tanks selected. You might have had the refueling door opened accidentally, causing the transfer to get stopped. You might have over-G'ed some equipment, gauge or sensors after your repair. The engines might not even have died due to running out of fuel to begin with. And for sure, it is also possible that there is a bug. But its unfortunately impossible for me to tell where. Or to know where to start looking for it without more info what exactly happened :/