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Zabuzard

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Everything posted by Zabuzard

  1. DCS, during startup, reads the folder where the sdefs for the TapePlayer are located in. The sdefs tell DCS where the corresponding sound file can be found (open one in a text editor and you see where it defines the path). Our code will load all sounds from that folder in alphabetical order, provided DCS found and supports them (use OGG, not WAV, not MP3,...). So you would open the directory with the TapePlayer SDEFs, copy one of the existing and rename it as you like. Then open it in a text editor and adjust the path in it accordingly. Then you would open the directory of the existing TapePlayer sound files and put your OGG file next to them, with the name you used in your SDEF. Just mimic how the existing sounds are setup. Restart DCS and you should now have 11 sounds instead of 10 on your player.
  2. Are you sure you actually fully refueled them? It can take up to 10-15 minutes depending on the situation. Might want to share a track, then I can tell you the fuel state in all individual tanks directly :)
  3. It is expected behavior that he turns on the radar after getting airborne. Otherwise you would be lost in a mission where your base is under attack for example. The reason he might turn it on during AAR is that you probably closed the refueling door - likely to reset it, in which case Jester thinks you are done with the AAR, so he turns the radar back on. It is difficult for Jester to understand whether you want to refuel or perhaps just escort a tanker (with radar engaged ofc), so his current set of conditions is very carefully chosen to make sure you don't end up in a situation without radar when you actually need it. Needs more fine tuning of course. The current radar on/off commands in the wheel are only momentarily and get overriden whenever Jester reaches a triggerpoint in his logic that would tell him to turn it on/off, hence you are seeing this behavior. It is planned to add a permanent radar on/off command for the case where you really want to go silent until you tell him otherwise. But this command is then supposed to turn off more than just the radar, also the jammer and similar emitting equipment.
  4. They are just text files. You can create and edit them with Notepad or similar. The manual tells you where to put them and if you follow the link, it explains how to make them as well. I would suggest just copying one of the existing and simply editing the path/name of the sound file listed in it.
  5. The TACAN panel is currently missing extensive binds because the underlying code has not been ported to our "new system" yet. It was one of the first systems to be coded, so it is still using old technology. We will eventually port it, as it is one of the last remaining systems on the old tech and then it will naturally have all binds. Cheers
  6. Have a look here: https://f4.manuals.heatblur.se/dcs/tape_player.html#custom-songs And on the linked SDEF page. If anything is unclear, just ask
  7. Thanks, should be easy to fix.
  8. Thank you everyone for the feedback. We will be looking into ways to improve the experience for all users, cheers. No need to argue about our possible intentions :)
  9. It is responsive for me. I am not sure I understand your questions of "why" though, its obviously just bugs that will be squashed away eventually when someone mentions them. There is no intention behind making suboptimal user experience, why would there.
  10. Can you share a screenshot of which exact padlock binds you have mapped and are using?
  11. The lights are very funky in this plane and with the exception of what's marked as TODO in our manual, is accurate. IIRC, TODO are the 6 knobs on the right wall and the fact that the Flight Ibstrunent Knob currently doesnt control the brightness of the 6 main instruments but they are instead linked to the instrument brightness rotary as well. And SAI lighting is missing. This is mostly because splitting out 6 lighting animations individually per cockpit is a bit complex and would take the art guys quite some time afaik.
  12. It was always required to input. It just happens to be the case that, as DSplayer explained, the default settings roughly line up with a typical and reasonable DT attack profile. Which is why, if you fly such a standard attack profile, the default settings usually serve you well. As soon as you fly any other profile, not inputting the right drag coefficient (which depends on *all* settings the bombing tool asks you to enter) will result in missing the target. You can easily experiment by entering different values into the tool and observe by how strong the drag coefficient value changes. If it barely changes, you can see that this kind of profile would be very forgiving.
  13. For context, CAGE mode can be entered with a button on the right throttle. CAGE mode is divided into two submodes: Boresight and CAA. The two submodes can be toggled by using the NGS/NWS/CAA button on the flight stick. In simple words, CAGE/BORESIGHT is for locking guys ahead with your pipper, range 5nm. CAGE/CAA is for locking guys above/below you in a turnfight, when you cant put the pipper on it anymore.
  14. draw_args.lua is accurate, it is what the code uses after all. You are talking about external draw args instead of cockpit draw args. Scroll down in the file to where the ext draw args are defined :)
  15. The Stop-part of the throttle range is not part of the throttle axis. To me it sounds like you might have mapped the idle-cutoff buttons that are under the Warthog throttles to the fingerlift bind in the Phantom. Which, when triggered, toggles the throttles between Stop and Idle.
  16. Those issues are common in DCS and affect most modules one way or another. It ultimately boils down to DCS physics combined with an underground that isnt always 100% flat.
  17. Most likely there is no target return on the radar screen and hence it cant be locked. If the targets are visible already, go CAGE/BORESIGHT instead. Otherwise, either fly co-alt or tell Jester the target altitude via the wheel. If he still cant see it, its due to gain or you are just expecting too much from the radar. For latter, you can try finding them on the radar yourself and if you fail, Jester couldnt do better either.
  18. Thanks, we are looking into it.
  19. Please make sure you are actually equipping the pods on the "special pylon" CMS. If you were referring to the chaff/flare sliders in the rearm menu, they do not do anything.
  20. The binds for the antenna elevation were broken before the update. The update aligned the binds with the underlying implementation of it being a "springloaded 3-pos switch". So now the binds work. The next step is to change the thing to also provide a relative and absolute axis, as well as self accelerating inc/dec binds.
  21. You can do it either from regular boresight or cages/boresight mode. Select your RADAR missiles, set the correct target aspect, point the radar at the target and shoot. If the cirrect aspect was picked, the missile will usually be able to pick up and lock onto the target a few seconds after shooting. Jester will support this situation in the upcoming patch.
  22. Make sure you do not have the "Use FFB" option checked in your DCS settings. Some reported that it auto-enabled itself after the last update again, and it is known to cause issues like that. And yes, the reason the stick becomes "so sensitive" and moves all the way aft during takeoff is due to the bellows starting to sense speed. So they start to pull the stick aft by themselves, taking away more and more of the force applied by the bobweights.
  23. That's how we organize them in our projects. Others may do it differently. The Viggen for example only used raw numbers without names IIRC, bit painful.
  24. Perhaps you can share screenshots or the exact and full name of the binds you are using. It works on my end
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