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Zabuzard

3rd Party Developers
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Everything posted by Zabuzard

  1. Im not sure if there is an unwritten rule to how "unlimited fuel" is supposed to be implemented. DCS-wise its just a true/false flag and the thirdparty has to figure out what to do with it. We decided to keep our fuel system so that even with the "cheat" enabled players can still experience the full system, including shifting CG during AAR. So for the Phantom we just set some form of minimum fuel level that would ensure you never run out of fuel, but otherwise keep the fuel system without cuts or simplifications
  2. Right now he comments on how smooth or hard the landing feels, not on your approach itself. Former is based on the force felt on Jesters body, computed among other things using the shock absorbers in the gear system (OLEO).
  3. The changelog had mistakes in it, kindly see our extra thread where we clarified whats actually included and what will be in the next patch instead. The BDU fix was one of those items.
  4. Not planned right now. But might be done eventually, sure.
  5. Thank you. The mission has unlimited fuel checked, which is why the Phantom will always magically reset tank 1 and tank 2 to full. The fuel threshold you found happens to be the sum of a full cell 1+2. Disable unlimited fuel and it will work as you expected, cheers
  6. Cant reproduce, please send the mission file, thank you.
  7. Planned, yes
  8. thanks, known issue
  9. Correct. Eventually. Actually, the next update will likely contain a first (but a bit rough) iteration of it already
  10. How do you determine that? By looking at the fuel counter? If so, you are just running into its built-in inaccuracies of the sensor placement within the tanks. See here, everything is 0 if I select 0 in the Mission Editor: Also note that the indicated fuel in LBS depends on density (influenced by many factors, such as temperature) as well.
  11. Its not easy to resolve it "once and for all". As the DLLs are rebuild on each update and hence have to be handed in for explicit whiteflagging to all creators of AV software again and again with each patch. Which is done, but often it takes them a bit to process the requests.
  12. Yeah, there is nothing speaking against such an option for a quick check outside of what Jester already does by himself when he announces these parameters after spotting the bandits originally. The difficulty here lies more in how to make it easily accessible. Placing it somewhere in the Jester Wheel is easy, but no one wants to navigate around the wheel mid-fight. But sure, we can place something in the wheel for now and at least Voice Attack users will find it easy to use from there And in most situations its probably not that useful, as you only have a few seconds from spotting a bandit on the radar to being in gun-range already. So unless you are fighting a bomber, chances are you will probably immediately proceed to lock after spotting, follow the steering dot for a second or two, shoot your missile and then already proceed to Sidewinders or gun in a visual fight 8 seconds after spotting and locking. Engagement ranges are really low in comparison to a more modern radar.
  13. This is not provided on purpose. We originally had similar questions but our Phantom SMEs explained and confirmed that this would be an unrealistic behavior. As a pilot, you are not really supposed to use this information and the Vc is all you need. According to our SMEs, they always always left the knob to display Vc while flicking it shortly to announce altitude to the pilot after spotting and after obtaining lock to verify lock quality. Afterwards it is always put back to show Vc. You have the heading of the target by the motion on the display, the speed as a means of Vc and the altitude can be guesstimated quickly by the antenna degrees, while also announced by the WSO after spotting. If you start messing with the Aspect Knob outside of Boresight, Jester will be confused as he uses the knob and the displayed information throughout his routines. Hope this makes sense, cheers :)
  14. I cant comment on the proper AoA and speed, but the Phantom hook uses the same physics based model that our Tomcat hook uses as well. If you bump the hook into the ground, it bounces based on the forces reported by the sim. Similar for catching the wire. There is no code or anything trying to tune this hook for airfield landings, nor anything that specifically tunes it for a carrier landing only. I would suggest you go external view and make some sideways comparison screenshots of your plane with gear and hook down when you touch down. Do that in the configuration you think should be correct and repeat it for the configuration that seems to work. I wouldnt be surprised if the screenshots reveal that if you fly with the configuration that "looks correct" on the screenshots (angle-wise) the hook also catches the wire properly.
  15. It is explained here: https://f4.manuals.heatblur.se/jester/combat/radar.html#dogfight Essentially, you can now (additionally to CAGE/BORESIGHT) enter the regular BORESIGHT mode as well (via Jester Wheel, or if you bound the command directly). Regular Boresight is like CAGE/BORESIGHT, just that it supports theoretically the full range of the radar, instead of only 5nm. In BORESIGHT modes (regular or cage) you can lock targets by putting them on your pipper and pressing Jester Context Command LONG. I should mention that chances of obtaining a good lock generally increase with decreasing range. You likely wont have much luck obtaining solid BST locks at 25nm or more. But 10nm should work quite well. Should you find yourself in a situation where obtaining a radar lock is difficult or not feasible (for example look-down, heavy clutter or low level flight), you can use Context Command SHORT to toggle the ASPECT KNOB setting (or select it directly via Jester Wheel or if you bound the commands directly) and then attempting a no-lock shot (shooting the Sparrow without radar lock). The Sparrow will then fly ahead and filter any return that doesnt fit into the selected Aspect (by limiting its speed gate). The difficulty here is that targets often dont hold the same aspect for multiple seconds. But if they do, this technique can give you kills in situations in which you would not be able to obtain a proper lock otherwise. To clarify, these modes and techniques existed already, its just that Jester did not support it natively yet. So some players came up with fancy temporary solutions making the Radar Mode or Aspect Knob accessible to their Pilot binds.
  16. Ah, thanks. It is supposed to pop each time you fire up a cartridge. Perhaps the DCS engine sucks up the voice file. Gonna investigate, thanks.
  17. This is out of our control. The renderable surface and its size is defined by ED, not us. It being cut off is due to forcing it via your settings to a too low resolution. That is, the area is limited by the resolution you have set for your 2d mirror when flying in VR. The fix, as explained in other similar threads, is to set "Use DCS System Resolution" in the VR settings and then to set a resolution in the graphics settings that is at least FULL HD (1920x1080). And don't forget to restart. ED said they are on it and they also already applied a partial fix a few months ago.
  18. This is planned already. Cheers
  19. This variant of the Phantom is not carrier capable and was not used to land on ships. Actual carrier capable variants had several changes and modifications, including on the gear, which also results in AoA changes that cant be translated onto the E directly. So you have to be careful when applying any IRL techniques for those other Phantoms onto our E, they might not work.
  20. Hey guys, it appears that there was a confusion and the above patch notes list some items that are actually not included in this particular patch. We will try to include them in a hotfix or make them available in the next patch instead. Sorry for the inconvenience and confusion caused by this. Items not included are: Inputs: Added Slow/Fast variants for Target Latitude/Longitude knobs (WSO). Inputs: Added UHF Repeater brightness control. Inputs: Added some missing TOGGLE and AXIS binds Inputs: Fixed Jester Scan Elevation (relative) binds being reversed. Inputs: Fixed afterburner detent option text and tooltip. Mission Editor: Support absolute pitch trim (iCommandPlaneTrimPitchAbs) Weapons: Added BDU-33 to inner wing pylons. Also, it appears that the introduction of the 2-stage trigger binds for the Flight Stick unintentionally broke the existing trigger-bind. Which means that you will likely have to map the trigger to your hardware again.
  21. The team and SMEs werent able to dig it out anymore. Cant say for sure at the moment if its correct or not without reference. Ive put the investigation into the backlog for when theres more time and we will in the meantime go for a compromise that raises the limit to 250 mils.
  22. Doublechecked, it is indeed too long. The standard MK-82 would, if attached to stations 2 and 8, clash and interfere with the gear doors.
  23. Correct, thats what will be done now. We have heard from the issue during the weekend, just investigated what exactly happened a few hours ago and will now clarify things. Cheers.
  24. If you rename the folder, it will be recreated with the default files. If you wish to fully deactivate all external communication made by HB UI, select the OFFLINE option in the Special Options tab, also see our manual which explains this in detail: https://f4.manuals.heatblur.se/dcs/special_options.html#domain-access
  25. Multiple steam users reported CTD since the last patch and it appears its because the steam DCS isnt correctly managed to update the C++ redistributables. From AlphabetGhost on Discord:
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