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Everything posted by Zabuzard
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AFAIK this is correct behavior. The HUD reticle is limited vertically to move between +14.4 and -225.1 mils. The reason you can select a higher depression than that is that there are also other factors that can displace the reticle vertically in certain delivery and HUD modes. For example, it can be either relative to the fuselage reference line or to the radar boresight line, as well as compensate for INS pitch and/or drift. With a certain mix of those, it is possible that the "default" undepressed position of the reticle is above 0 and then the full range of 245 mil depression can have a visible effect. I'll try to dig out the reference doc, cheers.
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Good stuff, thanks for the tracks. Will investigate tomorrow :)
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It depends on your selection in the Special Options. Its called the Headtracking Origin and you can select between two types: Center and Dynamic. If you picked Center, you can shift the Center point to your natural head center (important for VR) by using the offset options next to it. Details of how it works in our manual: https://f4.manuals.heatblur.se/dcs/special_options.html#allow-head-tracking
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You dont have to learn his job. But then you also have to accept that perhaps it wasnt necessarily Jesters fault that an engagement failed but instead having too high expectations of this radar. It is a bit difficult for me to give you concrete feedback when you just say that he can't lock your bad guys without providing some details, a mission or working track file, while Jester seems to lock bandits well for many other players. What I can tell you from debugging this type of feedback so far is that it is most of the time people not understanding the limitations of this radar good enough, expecting something from Jester that a human WSO couldnt do either (which is fair btw, we are all here to learn and improve). And if it was Jesters fault, it was usually him not having the right gain setting in a situation where the right gain is very tricky - which is being worked on.
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You don't and that's also not expected from you.
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He doesnt yet hear AWACS calls, but that is being worked on. Try acquiring the head-on lock yourself, you will likely have trouble doing it as well and conclude it is mostly just the radar and not necessarily Jester using it incorrectly. His shortcomings in that regard currently are not experimenting with the gain setting enough, which is also being worked on. You can help us by sending in working tracks of situations where he wasnt able to spot the target, but you were (by operating the radar yourself). Aspect and Vc settings have no influence on the radar, those are manual overrides. What plays a role here, aside from the pilot positioning the aircraft proper, is the correct antenna angle and gain setting. And even then, a head-on small target will be very hard to spot until perhaps 15-20nm out in good conditions. Thats just how this radar works. Please make sure you have a solid understanding of how to operate the radar in order to ensure your Jester complains are valid. If unsure, just hand in tracks :) Cheers
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Are you talking about boresight locks or in normal scan? For latter, its almost instant after you command lock (provided he sees the return), you do not have to wait for him to finish his talking. For boresight, he waits until the target is within the 5° cone, else the chances of a bad lock are far too high. This is a frequent mistake I see on human WSOs. Not sure what you mean with the cursor being stuck. As soon as the target is within range, it should start moving on its own. No need to exit/reenter. Otherwise, a working track would be very much appreciated :)
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Havent heard of that yet. Can you reproduce it? If so, please send a (working) track or at least the mission, thanks. Would also be helpful if you can elaborate a bit on what "doesnt allow" means
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Sorry if my wording sounded harsh or anything. If you are aware of the lua, all good. I just had this image in my head of you guys possibly sitting there the whole weekend, trying out thousands of arguments ingame (or in ModelViewer) to compile a list of our animations that already exists [emoji85] (and even if it wasnt available, we would happily share our internal lists to make your life easier)
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Please, I want to emphasize it one more time so you stop possibly wasting time searching for these things. All animations/drawargs are public available with names and numbers in your draw_args.lua file locally in your Phantom files. (C:\Program Files\Eagle Dynamics\DCS World OpenBeta\Mods\aircraft\F-4E\Cockpit draw_args.lua) Open it with a text editor and you have all of them visible and searchable! [emoji106] You can also open the model file in DCSs ModelViewer and play/inspect all of the animations individually. Your work is great. Its just that all of this is already available :)
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Without engines you have no power, that is correct behavior. With a single engine that runs at full RPM, you should have plenty of power unless you got the BUS TIE warning. Id suggest to use the white "thunderstorm" light (white floodlight). It is battery powered for exactly this reason :) Otherwise a track or at least more details of what you are encounting would be useful [emoji106]
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Most of the mirrors in the Phantom are mechanically locked and cannot be tilted IRL. You can easily see that in the 3D model as well if you check its back. Some can be adjusted very limited by ground crew, not inflight. This will be made available by us eventually. Tiltable mirrors are a bit complex to setup on the technical side. Regarding the default angle, I have to check back with the SMEs, but I vaguely recall that they have been used mostly to check flight control surfaces and not to spot enemies behind you or similar. As in, I believe it was supposes to have such an angle - but I will doublecheck it, its been a year or so already :)
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Yes, you can disable both in the Special Settings. But again, it means you have to use the keyboard binds only to operate the wheel (for example the CW/CCW/forward/backward binds). Or you remember what you have clicked in the real flight and click that in the replay with your mouse as well
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A Formal Request to Heatblur regarding the bombing table!!!
Zabuzard replied to JOEM423's topic in DCS: F-4E Phantom
Ive increase the font weight for the upcoming patch. Still more to do to make it really easy to read, but that should already be a good step in the right direction -
You are welcome The key to doing it yourself is really to understand how this panel works. Especially what TGT 1 and TGT 2 mean (see the above explanation), and that it is not able to store two waypoints (despite the naming suggesting that). In practice, what Jester does, and what real Phantom WSOs did was to use TGT 1 (i.e. whats currently on the panel) for any quick deviation from the flightplan, or for a reference point like Bullseye. While TGT 2 was used to memorize the "next waypoint" in the flightplan. Meaning, when you arrive there, you gotta enter and "load" (RESET position) the next waypoint coordinates into TGT 2. Which they refered to as "leapfrogging". It is just that Jester will abstract from the technical quirks of his panel and provide you with a more modern and understandable UI, where you can simple tell him your flightplan and command him to quickly navigate elsewhere, while he will take care of working his panel to serve your request.
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[Resolved] [2.9.6.58056] [MT] ECM requires warmup even in hot starts
Zabuzard replied to DSplayer's topic in Bugs & Problems
aaaand fixed will be available in the patch after the upcoming. -
The computer can only hold a single coordinate, as explained above. What Jester does is writting down your flightplan coordinates and then working his panel whenever you approach the next point by putting the coordinates and loading it into TGT 2 (i.e. the memory). This is called leapfrogging. You do not need a flightplan if you want to do a quick "lets go to this point" navigation. Thats what TGT 1 is used for. You can then just select "Deviate" in the Jester Wheel to deviate from the flightplan.
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First you need to understand how the Nav panel works: Especially the Mode Knob (1), whose positions are named very confusingly. TGT 1, TGT 2 and RESET sound as if you could store two waypoints and perhaps reset that, but that is not the case. So let me provide perhaps better names: * TGT 1: "Current panel coordinates" - this will navigate towards whatever coordinates are currently visible/entered on the panel (10). Thats it, no memory whatsoever, just plain navigation towards the coordinates currently on the panel * TGT 2: "Memorized coordinates" - this navigates towards coordinates that you have memorized in the computer. This is done by first putting the coordinates on the panel (10) and then moving the mode knob (1) to the springloaded RESET position. RESET essentially means "load these coordinates into the memory". So, now you can either select TGT 1 for the current coordinates or TGT 2 for memorized coordinates and the pilots HSI will provide the heading and distance to it, thats all For the HSI to actually steer towards the waypoint, the pilot has to select NAV+COMP on the HSI source right next to it: For the WSO, its the BDHI that shows the data, while he has to select the mode also right next to it: If you are using Jester, you can simply setup a flightplan with multiple waypoints through the Jester UI. Jester will then automatically work his panel to navigate you through the flightplan point by point (this is called leapfrogging).
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Thanks. It is because you are using mouse/head-tracking to control the Jester-Wheel for the startup. HB UI isnt fully track compatible yet. You either have to control it with the keyboard commands fully, or replicate all clicks that you made when flying the mission for real while it is replaying the track. You can see that you are taxing and taking off with the entire aircraft being dead and offline. No power, no engines, no hydraulics, nothing. Jester is still in the startup phase and (correctly) thinks the aircraft is cold. So he isnt ready yet to copy your canopy movements. The wheel chocks are normally removed through the Jester Wheel as well, since the command for that was never send to the Ground Crew in the replay, they are still there. (The reason why the aircraft moves in the first place is because of EDs track system forcing the aircraft on the position it had in the real flight, regardless of what the simulation says)
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[Resolved] [2.9.6.58056] [MT] ECM requires warmup even in hot starts
Zabuzard replied to DSplayer's topic in Bugs & Problems
I believe there was an issue with detecting pylon status on spawn or similar which then didnt get addressed yet. I will put it on the list, thanks. -
[2.9.6.58056 MT] FLASH lights setting not visible in multiplayer
Zabuzard replied to Stickler's topic in Bugs & Problems
Okay, cool. Thanks for the details :) Syncing across aircraft can be quite complex at times. I remember having fixed broken light syncing at least twice already, it always comes back, haha. -
No damage when hitting another planes with both wings
Zabuzard replied to malarcky's topic in Bugs & Problems
Can you check your mission debrief log? Would be interesting to see how many failures you got, even if your wing is still attached. A track file would indeed be very helpful -
Jester Deficiency - Refusal to radar lock ships
Zabuzard replied to 450Devil's topic in Bugs & Problems
Ive put it on the list, cheers. In the meantime, you can quickly hop in the backseat or disable Jester and then lock the return yourself, then reactivate Jester. He should be able to work with the track then. -
CAGE mode does not switch trigger control to air-to-air weapons
Zabuzard replied to SgtPappy's topic in Bugs & Problems
Tracked issue, thanks- 1 reply
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