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Zabuzard

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Everything posted by Zabuzard

  1. Think of it like that: (and ofc i drew the arrows the wrong way around, lmao. Increasing airspeed pulls aft. Increasing G pushes forward) The idea is that it self-balances the aircraft, more or less. When you dive, your airspeed increases. So the bellows start to pull the stick aft to lift you back up. High G typically means high AoA, typically means in order to get back to level flight the stick needs to be pushed forward. So the bobweights get heavier which causes the stick to push forward.
  2. Yeah, it sounds to me like you are not trimming enough yet and let go the trim hat after you saw your stick in the cockpit moving around a lot already. The explanation in the FAQ is correct and that is why your stick will, on the ground, immediately bump into the limit after just touching the trim hat. That is correct behavior. In the F4, trimming does not move the stick directly. It changes the arm length of the lever used by the bellows to pull the stick aft with increasing speed. As opposing force to the bobweights who try to push the stick forward with increasing G. You know, imagine two children fighting over a toy. One left, one right. And both pull on the toy in their direction at the same time. If they both pull with the same strength, the toy doesnt move and no one gets it. The force is balanced out. Trimming in the F4 changes the strength of one of the two children, making them stronger or weaker, shifting the balance. And bc one kid pulls stronger with increasing airspeed, while the other kid pulls stronger with increasing G, you will get a highly dynamic experience in practice. And at ground, where you have nearly 0 airspeed, one of the two forces is almost disabled, so the other force dominates the play. As soon as you start your takeoff and gain speed, the other force will rise and start to move your stick naturally.
  3. No news. It is being worked at though.
  4. Development is continuing and we have shared a lot of new features, bugfixes and additions to the F-4 in our Discord over the past weeks. Most of them are also already in the manual, if you want to read more about it there: https://github.com/Heatblur-Simulations/f-4e-manual/releases To list some of these additions: EFB, Maverick Gyros, Combat Tree, Zunis, Aircraft Persistence System, ... All of that will be available to you as soon as we finish testing. Unfortunately, this step takes us a bit longer than expected this time. But it will eventually be ready and then you can get your hands on it In regards to the DMAS, there is currently no news or ETA that can be shared. F-4-wise the focus currently lies on delivering the MSFS F-4 (a lot of recent bugfixes and features for the DCS module are a byproduct of that).
  5. Right, if you quote the entire sentence then its okay. But I wouldnt just summarize it like the previous post. Anyways, fingers crossed the plans unfold as planned
  6. (JFYI this is a user sharing their own made up guess and not anything official)
  7. Yeah, it is a known bug. Something is wrong with how its synced. For performance reasons they aren't synced individually but we pack them in some "clever way" and exploit some DCS shenanigans for it. Seems that something stopped working with that some time ago :D By the way, for syncing issues its important to differentiate between: * Player looking at AI * Pilot looking at own aircraft * WSO looking at own aircraft * Player looking at other players aircraft These situations are all handled differently internally :)
  8. Its a known bug. There is a thread somewhere with more details on it. It will be fixed eventually, cheers.
  9. The Tomcat updates couldnt make it for this particular patch. But therefore the Viggen is ready with its big update :)
  10. Its planned. No update yet.
  11. If so, this video contains the explanation of what happened:
  12. Just tested, works on my end. Could you supply a track please? Given the extreme terrain, I suspect you simply forgot to enter the target altitude in the WRCS panel (through Bombing Tool if you are flying with Jester).
  13. Yes, this feature is called "focus" in Jester for the F4. You can use the context command (V) or the Jester Wheel for it. Details in the manual: https://f4.manuals.heatblur.se/jester/combat/radar.html#target-selection
  14. Which unit was it exactly? Some are also shown as U not S, then u need to hit the Unknown button. Refer to the table in the manual for more: https://f4.manuals.heatblur.se/systems/defensive_systems/radar_warning_receiver.html#land
  15. That is on the list. I remember it being suggested somewhere om the forum before as well[emoji106]
  16. Could you share a track or something? It works just fine on my end and also for other players it seems.
  17. Thats right. Jester is supposed to tune his search for expected target areas, including inputs from AWACS, RWR, mission-relevant data or also the pilot pointing in the sky or at a specific part of the radar screen. Im not sure when this feature will be available as it is quite complex. But this is the next essential step for Jester-Radar. Currently he runs a "default search pattern" that pretty much covers the entire relevant airspace ahead (from roughly 10k ft down to 10k ft up at 30nm). The Jester Wheel offers some extra entries to tune this search, getting him to focus on a specific setting instead (for example +7k ft at 30nm) and similar. Once the contact appears on the radar screen, Jester will be able to work with the contact. He will automatically check IFF and you can for example focus or also lock the bandit through the use of the Jester Context Action (V) or by using the entries in the Wheel.
  18. found a way to get rid of the default sound all together. should be fixed now
  19. I am by no means expert on the weapon at all. So I cannot answer these questions (maybe someone else can). But these are points you have to consider if you are having a bad time hitting anything with them in-game and want to improve your experience. Once you kinda understand that they arent just "fire and forget" and put more thought into employing them, it will also work better
  20. An actual realign isnt possible that easily and would require a lengthy procedure. It is possible to do a nav-fix though, similar to how you would do it in-flight when overflying a nav-fix waypoint. Jester support for that on the ground is in the works. That will only get rid of your current accumulated drift though, not realign anything. So you would accumulate new drift quickly again. The Jester Wheel already features an option to "upgrade" your alignment in case you for example didnt do a full alignment beforehand. Further options are in development.
  21. Thanks. I think Cobra already contacted them and provided internal details :)
  22. Hey there. It appears that since some update our (still correct) sound is overlapped with some DCS default speedbrake sound that pops in/out at high frequency. Not sure yet why, but this DCS default noise is the offender, creating the flapping sound. It wasnt there before and now its suddenly there. Probably gotta poke ED about it, cheers.
  23. That said, it essentially "not working" anymore after 4+ times instead of just taking longer, not sure. Ill forward it to someone who knows
  24. This isnt wear/tear. It is normal and expected behavior that subsequent gear retractions will take longer. You can also see that in various videos if you really want to look for it. I am personally not deep enough into the topic to explain it, maybe someone else from the team can take that over. But afaik it is normal behavior.
  25. Its likely loss of hydraulic pressure in the corresponding circuit. With each touch and go the gear will also take much longer to move. Can tell more with a working track file ofc.
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