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Everything posted by Zabuzard
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Someone from the team will have a look. Could you share a track so its clearer what you are describing and easier to work with for the devs, that would be great There isnt much I can tell you right now during the weekend other than the documents you are using (and the source you got them from) had been used and consulted extensively during the development. Of course that doesnt exclude the chance of bugs, so someone will have a look at your query
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Illustrated a bit simplified it works like this: The wing tanks left and right share one pipe. The ext tanks left right share one pipe. The center ext tank is independent. Tank 1, 3 and 5 receive fuel and share a pipe. Tanks 2, 4, 6 and 7 receive through gravity feed, 7 behind 6. And all that is pressurized etc and pipe diameters and whatnot count as well. The full refuel rate can only be measured right at the AAR door when the fuel can be squeezed through all the pipe sections still, i.e. all sections in the layout are still hungry for fuel. If that's not the case the refuel rate goes down bc your bottlenecked in the distribution. The simulation depth on this system is very detailed. For example, gravity feed is computed individually with the exact 3D position of the connection (being at the bottom of the tank), the local G-vector at this position and the fluid level and "angle" in the tank and the resulting pressure force (for example if you dive nose down or fly negative G the fuel sips in the other direction and so on). Similar for the transfer through the pipes, the local pressure difference is computed per pipe based on diameter, length, fluid density and more. The outcome in practice is highly dynamic and without per-tank debugging u can't really see the complexity that is simulated.
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You are misunderstanding me. There are like 8 different textures in play when it comes to forging the final picture for the DSCG and you might just have caught the wrong one. But if you dont share anything we can not really help you and possibly tell you how to change your setup so that it finally works. A screenshot and sharing your "mod" would be highly appreciated and the way forward for assisting you with this
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The fuel system is accurately modelled and has all these features you mention. It is difficult to see as a user because you are lacking the debug interface showing all individual tanks in-flight. Perhaps one of the devs can rerecord your tracks with it open, then you can see whats actually happening underneath Probably also a good idea for a modder to add that through Jester Modding, reporting fuel tank state through the Jester Console.
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You are misunderstanding the quote. When you press RESET right while being above the VIP, it returns back to the VIP because its right under you. Pressing RESET will delete the memorized position and move back the WRCS target to the default position, being your own aircraft position. It helps to read the actual wiring diagrams and Maint Manuals if you need accurate descriptions of logic. Flight Manuals and especially pilot-writeups like this are not always precise enough and leave room for interpretation.
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Jester already performs IFF by himself constantly and you also can already ask him to IFF explicitly. When Combat Tree is added, I am sure Jester will also operate it so you get to benefit from it - if that answers your question
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DMAS Version autonomous self lasing - Pave Spike / Pave Tack
Zabuzard replied to AvroLanc's topic in DCS: F-4E Phantom
I feel like its important to stress this fact, you are doing low level attacks. You wont have such issues lofting from higher altitude. (Which is ofc obvious but I think its easy to overlook this when reading your scenario descriptions) -
Sounds like you did not export the right display, can you share a screenshot or something? Yes, the Phantom is not setup for exporting yet. So you likely will have to standby.
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Difficult to tell without a track or video. The vast majority of material I have seen so far turned out to be user error because the system is complex to use and not necessarily intuitive. Generally, these radar settings you are talking about are for "general search". If Jester already found people, he leaves his general search pattern and focuses on the bandits instead. Also make sure you have not entered CAGE mode (Pilot controlled radar modes) accidentally, in which case Jester cant do much anymore at all. When he sees bandits on the screen, he calls them out (dont confuse these callouts with the ones coming from the RWR) and moves his cursor over the bandit. When that happens, he will definitely lock them up if you tell him. If he says he cant lock them, he also didnt move his cursor on anyone, never called them out (through the radar) and did not see them on the screen yet (did you see them on the screen?). Ive also seen people click the context actions too often, effectively commanding Jester to "Lock, Unlock, Lock, Unlock, Lock, Unlock, ..." within seconds. It is crucial to understand the terrain ahead in order to position yourself correctly with respect to the bandits, in particular also to increase their RCS by choosing a proper angle (dont go head-on against a fighter). Otherwise they wont appear on the screen, or just very late.
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They haven't changed. I suspect your situation doesn't provide enough contrast on the target. If you can send a track, that would be helpful :)
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The hotfix didnt address the cabin issue. It will be fixed soon.
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LOFT with Target Find integration troubleshooting
Zabuzard replied to MBot's topic in DCS: F-4E Phantom
WRCS integration with the pod is only available with the weapon release in TGT FIND or DIRECT and the TGT FIND switch on the WRCS panel in NORM not HOLD. Further, the pod must be unstowed, ready for use and integrated with the INS. In your case you have the weapon release mode in LOFT, not TGT FIND or DIRECT and further you have the WRCS switch TGT FIND in HOLD, not in NORM. So WRCS integration with the pod is not available and the WSOs Antenna Hand Control is instead integrated with the radar system. See TO 1F-4E-2-38, p. 2-9, 2-14, 2-31, 2-33, 2-41, 2-45, further a direct explanation for NORM/HOLD at 2-48 and the electric wiring diagram for the WRCS panel towards the pod in Figure 2-11. And also the normal Weapon Delivery manual TO 1F-4E-34-1-1, p. 1-99, 1-100, 1-103. (If you can and have the docs available, please check the manuals before you question something to save us the time digging and verifying, thank you ) -
There is no extra feature for such a navigation. But, as you said, you can tune in on the TACAN station and use the HSI indication to manually navigate such that you end up at the right angle and distance - usually involving intercepting the radial. That said, you can bring up your map tools, put a spider card over it and figure the coords out that way.
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LOFT with Target Find integration troubleshooting
Zabuzard replied to MBot's topic in DCS: F-4E Phantom
FYI you can also do a LOFT for LGBs automatically out of the bombing mode TGT FIND with the Pave Spike. It works trivially, similar to CCRP. Pod on target, hold bombing button, pull up, bombs auto-release at the right moment. -
Thanks. This has been reported already somewhere, the team is investigating and working on a fix. Would be super helpful if someone can get hands on a (working!, try to replay it urself before submitting) track that reproduces the problem when replayed
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[NO BUG] FFB, running out of nose down pitch trim in level flight
Zabuzard replied to Chipwich's topic in Bugs & Problems
Is that all the time or just sometimes? If latter, possibly you froze your bellows intake? What does your ingame control-indicator say when it happens? Do you have a track file, fast would help a lot :) -
[2.9.15.9599] Bombing calculator erroneous Bomb Range calculations
Zabuzard replied to MagicSlave's topic in Bugs & Problems
Are you on the latest version? There was a sign bug on the dive angle. But if I recall it had been fixed in the latest patch. Could you redo the experiment with a dive angle of 0? Cheers -
Manual stuff should be reflected in the track. Its just the UI (Jester Wheel, Bombing Table, ...) that isnt - because mouse movements are not captured.
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Yeah, sounds reasonable. Also something that modders could add with Jester modding if HB isn't fast enough :D
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No need to bump. It is in the backlog where it can't get forgotten and it will be delivered eventually [emoji108]
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Did you use the bombing table in your flight? Replays don't capture what you did there, consequently nothing was entered into the WRCS panel during the replay. When you replay the track you need to press ESC when the tool opens and enter the same data again manually and press the button. Only that way your replay does the same as it did in the true flight :)
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It is a limitation of how the Jester Wheel is currently coded. I.e. it is missing another page. UI aside, there is no limitation. The aircraft itself isnt able to store waypoints (besides one) anyways. Jester memorizes them and enters them as you fly around (leap-frogging) :)
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That wont help you much as the update included many more changes than swapping out a few sound files. The entire code was changed and improved. So replacing sound files would not give you back the old behavior.