Jump to content

Zabuzard

3rd Party Developers
  • Posts

    2705
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by Zabuzard

  1. 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 :)
  2. 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
  3. 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)
  4. Can you send a track file? Then we can easily tell you what's going on :)
  5. 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 :)
  6. 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]
  7. 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 :)
  8. 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
  9. 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
  10. 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.
  11. aaaand fixed will be available in the patch after the upcoming.
  12. 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.
  13. 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).
  14. 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)
  15. 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.
  16. 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.
  17. 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
  18. 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.
  19. Potentially fixed with the upcoming patch, thanks. If not, please callback
  20. It is definitely complaining about that a bunch of times in your log. Ultimately it crashed within DCS weapon code though. Hard to say what exactly caused it.
  21. They are being worked on. Cant comment on when they will be done though. But rest assured, its in the backlog
  22. Could you actually share one of the broken replays please? Then we can have a look and see whats going on
  23. Fun fact, IRL the antenna stick itself isnt even spring-centered or similar. It stays where you put it to. Quite annoying IRL, as it had no deadzones.
×
×
  • Create New...