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Zabuzard

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Everything posted by Zabuzard

  1. Yes. I believe I even recognize whose signature this likely is. Ive tried a few approaches and spend about two weeks on it without a lot of progress. Cobra hasnt found much time himself yet to give it a try, he knows more about this than I do. Anyways, just a matter of figuring it out.
  2. Yup. The image is likely more blurry though if the lense isnt in the right spot bc its focal point is elsewhere :)
  3. Yeah. Its this guy here. They would attach it before each flight (and detach after to get the film to analysis). And before you ask, at least IRL it was "mandatory". They never flew without it (according to our SMEs). (func fact, I've heard stories when they forgot to attach the screws and the entire thing would fall in your face during takeoff - yikes)
  4. Possibly you misunderstood me. The grease pencil is made using HB UI and HB UI, as explained earlier, cannot offer "touch controls" or similar because that is a DCS limitation. There is no interface for it that thirdparties could use. HB UI uses ImGui to render a texture in a popup window (that texture being written to by CEF, through off-screen-rendering). ImGui natively features mouse and keyboard controls straight through the Windows API, although we had to take some extra steps to actually capture keyboard events that DCS didnt suck up and forward them to ImGui. Additionally, in Jester Wheel and Jester Dialog, we have mocked mouse events driven by character head-movement. I am not sure how you can conclude that we "dont test it" or are unaware of this. This is simply a technical limitation and as soon as DCS offers a way for us to access what your VR hands are doing and where they are pointing and clicking at, we could forward that to HB UI as mouse events. Until then, you have to use your actual mouse, there is no way around it - sadly. But that doesnt mean the Phantom wouldnt be tuned and optimized for VR since day one. Please try to be fair with your feedback, thank you.
  5. The aircraft currently isnt even equipped with the gun camera. The gun camera is installed on the HUD dashboard and takes away roughly a third of the forward visibility. It is supposed to get shipped as soon as the team found time to implement proper video capturing (which is actually quite difficult on the technical side) - see the manual for details.
  6. Likely a Map definition issue, yes. We specifically query the DCS api for TACAN signal senders and display its outcome. Might need some looking into by the team behind the map, or we are possibly not using the right API calls/options. Ideally sth to fix in a collaboration or similar, I guess :)
  7. Im not sure how you came to the conclusion but the Phantom was developed with VR since day 1. The experience is in many regards tuned specifically for VR users as well. Jester UI has full VR support, was also tuned for voice support, all switches and buttons support hand control, Crew Chief operations have been added to Jester Wheel so they can also be done through head controls or via voice control instead of the default immersion breaking menu. There is a detailed VR Pilot Body. Extra effort was put into ensuring that everything in the cockpit is millimeter accurate to ensure everything has exactly the right size and dimensions specifically in VR. Ofc some things dont work well in VR (yet), but that is mostly down to DCS/engine support shenanigans. Most notably HB UI. For example, there is no way technically to interface with VR hand controls as mouse substitute yet, DCS simply lacks an API for these things (afaik).
  8. It hasnt changed. Potentially you or RedKite damaged their PaveSpike by pulling too many Gs or by flying without having it powered on so it can hold its electric stow position. Or you or RedKite selected a Condition that wasnt 100% in the Mission Editor (or a Wear that wasnt 0%). Make sure to select "reference aircraft" in the Mission Editor, airspawn and try it again then. Then you have the perfect setting :) The zoom lenses can easily get bumped around by too much force or if the manufacturer didnt place them carefully.
  9. Hey there. We have just completed Combat-Tree, it will be available with the next build of the Phantom. Cheers https://f4.manuals.heatblur.se/systems/identification_systems.html#interrogator-systems
  10. Hey there. We have just completed Combat-Tree, it will be available with the next build of the Phantom. Cheers https://f4.manuals.heatblur.se/systems/identification_systems.html#interrogator-systems
  11. FYI we have just corrected something on this topic. Coming with next phantom build https://github.com/Heatblur-Simulations/f-4e-manual/commit/b8e2aa131247b26083957bf104ee912b9603dc12
  12. FYI we have just corrected something on this topic. Coming with next phantom build https://github.com/Heatblur-Simulations/f-4e-manual/commit/b8e2aa131247b26083957bf104ee912b9603dc12
  13. (worth noting combat tree isnt a DMAS exclusive feature. it will be coming to the dscg as well.)
  14. We have made some significant progress on it recently. There is one more issue that needs to be figured out first (some of the textures bleed on the center of the main screen around the HUD area when being exported). Once that is done, we will also prepare a detailed page in the manual that explains how this works. That said, you can already do it yourself since all of this is "lua only", so available for local editing/modding. Essentially, all you have to do is to open the correct init.lua and add two lines to export the lua-indicator to the viewport you defined in your local viewport file. For example: dofile(LockOn_Options.common_script_path .. "ViewportHandling.lua") try_find_assigned_viewport("F4E_Cameras_AvtrTimeIndicatorPilot") The name you put is whatever name you choose in your local viewport file - which is the file that defines your viewports. For the RWR and DSCG its important to pick the correct init files. Those are the files you have to edit to export the content: For the DSCG I found out that the DSCG_Pilot and DSCG_WSO exports only work when you also export and display the TV_Sensor (you can export this with width and height 1 px though, as long as it is non-zero). This is the local viewport file I have been using locally for testing: test.lua Anyways, once the texture-bleeding and shenanigans are fixed, there will be a detailed guide in the manual. Cheers
  15. Please do not misinterpret lack of time as lack of interest. ED is aware of the issue and ofc interested in finding a suitable fix for it.
  16. Essentially, the knob has two functions. You commented on its secondary function. When moved out of the full CCW position, the aircraft assumes you are in a nightflight and all warning and indicator lights switch their power source to a low voltage one, entering a (non variable) DIM state. The primary function is that it would set the brightness for the backlighting of all instruments from 0% to 100% (with the full CCW position also being 100% for daylight mode). This feature is currently incorrectly linked to the knob on the lighting panel (right console aft) due to technical limitations with the animations. Further, all flight instruments can be controlled individually with the extra knobs on the right wall panel. (Currently not available for the same technical limitation.)
  17. The knob works correct. This is a common misconception and explained in the manual, see here: https://f4.manuals.heatblur.se/cockpit/pilot/weapon_management.html#flight-instrument-brightness-knob There are also some other threads on the topic already :)
  18. The weapon has not been removed from those pylons. Could you send a screenshot or something to show your issue? Potentially you are just running into the issue with the list being too long and hence not showing everything because DCS has no scrollbar on it. Cheers
  19. I guess my point is: If you would swap out Jester against a human WSO, would something different have happened? From my experience, usually not. To me this sounds like it was not Jester to blame. Instead, the crew needs to practice how to effectively position the aircraft in order for the radar to work as expected. And of course manage expectations. If you got a track to look into, I can try to give more concrete help [emoji106]
  20. If you truly think Jester performed bad in one of your sorties - while a human WSO would have done better, it would be great to get hands on working (short, singleplayer) track files. So we can best figure out what to change and tweak
  21. Most of such reports are actually more down to people understanding the radar. What it is, how to use it effectively, what its limitations are. As in, if you would fly with a human WSO, you would likely run into the same issues. Especially when it is about getting contacts on the screen, there is little that the WSO can contribute to that. This is mostly a pilots job of placing the aircraft correctly. A few things to consider: Establish a look-up attitude, not look-down, ideally also not co-alt. Approach targets from the side, not front, to increase the RCS. Dont place targets around clutter, know the terrain. Dont place targets at a distance equal to your altitude. Dont expect unrealistic spotting distances - for a fighter you can expect to get them on screen between 10 and 20nm if you did it well. For large targets 25-40nm. This isnt really "BVR". If all stars align you get the chance to shoot maybe one Sparrow before you are already in Sidewinder/Guns range (in particular since the Sparrow needs a few seconds before it can be launched). Practice practice practice. If you cant get them on screen before you see them visually, switch to a visual mode instead. For example (regular) Boresight or (CAGE) Boresight, put the target on the nose and hit the Jester Context key so he can lock the target that way. This will be your main tool to lock targets that are in visual distance (~10nm or closer).
  22. The blades you are looking at are fixed (IRL and ingame) The actual compressor blades that move are further down behind the blades you see. See here: https://youtu.be/Or6mIaSWZ8g?si=9bSqzVlPkqCTmqhG&t=33
  23. Sensor icing is implemented, but not for the engine airstream yet. This switch currently has no function. Moving it doesnt do anything. It gets a bind as soon as it does something.
  24. Soo uuuh, what is the problem exactly? They seem to work just fine on my end. Make sure it is night, they are barely visible during daylight (just like IRL). Turn the mode switch to ON and move the brightness knob up (clockwise).
  25. Ah yeah. Checked the code. It is a bit more complex on the code-side because it has a pre-condition. Its on the TODO list actually
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