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Zabuzard

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Everything posted by Zabuzard

  1. 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 :)
  2. 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.
  3. Can you share a screenshot of which exact padlock binds you have mapped and are using?
  4. 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.
  5. 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.
  6. 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.
  7. 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 :)
  8. 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.
  9. 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.
  10. 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.
  11. Thanks, we are looking into it.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. Perhaps you can share screenshots or the exact and full name of the binds you are using. It works on my end
  18. Not sure what the confusion is about. The process is to turn the Jettison Selector Knob down to STORES, then "select" the station you want to drop by clicking their respective station arm button-lamps. Now, click on the Jettison Button that is on top of the Selector Knob. All of those actions can be bound.
  19. Could you provide some screenshots? I really have trouble following what you are describing.
  20. I am not sure I follow the issue regarding the pencil. The second thing you mention is unfortunately impossible to change at the moment, it is Aa DCS limitation. We can only render UI at the front area in VR. The same limitation affects the DCS chat window and VOIP controls.
  21. The DMAS variant and in the future perhaps another module for a Navy Phantom.
  22. Draw argument, or simple: animation. The aircrafts animations are stored in so called draw args and can be played usually from 0 to 1 (sometimes also - 1 to 1). Everything that moves or blinks in the cockpit is an animation stored in such a draw arg. Mission designers can also read them and Livery designers can for example also set/write to them. That's also how the different helmets and similiar in liveries work.
  23. Sure thing, putting it on the list. Thanks :) If someone from the community feels fancy, feel free to have a look[emoji106]
  24. The animation arguments are all listed with names in a lua file accessible to you. Its in the Dcs/Mods/aircraft/F4E folder somewhere, called draw_args.lua. It lists all animations the plane has to offer, internal and external, with names. Similiar for the command values (the ones used by binds), in a file called command_defs.lua. You can also play and test out the animations in DCSs ModelViewer (see DCS/bin folder), the exterior model is in the CoreMods folder, the interior in the Mods folder, subfolder Shapes :)
  25. It is due to a bug in the hydraulic system. The AAR door thinks the pressure in the Utility Hydraulic line is zero until you start up the left engine. Thanks, fixed.
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