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Everything posted by Zabuzard
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Yeah that's what I meant. I believe this video was edited and did not have the tone in the actual gameplay either. (I remember people talking about it on Discord when the video came out)
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I have no experience with the mod, but did you witness the tone in-game before? Or did you only see it in a video? Cause some of those videos are edited, adding sound effects. I've seen that a bunch of times before.
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Our F4E is not supposed to carry HARMs. If you got hands on a mod that allows you to carry it, it is not official. Either case, whether a weapon works or not is decided in the C++ code, not in Lua. Lua allows you to visually add anything you want to any pylon, but that is not enough to also make the weapon "work". That requires the actual aircraft code (C++) to understand and explicitly support the weapon. Which is something only Heatblur could do, not modders. If a weapon happens to "just work" regardless (often the case for dumb bombs), its coincidence and any future update to the aircraft might "break" it.
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[NO BUG] Can't use Jester menu with mini-stick
Zabuzard replied to SharpeXB's topic in Bugs & Problems
Could you share a screenshot of the binds you are using please? That would be helpful, thanks -
CAGE mode is a pilot controlled "panic" radar override (for when you get jumped by Migs). It is 5nm only. You need to explicitly leave CAGE mode again to get back to the normal radar modes. You do so either by moving the Weapon Knob in or out of the B position or the WSO needs to press the A2A button. Jester can do latter if you press the context button twice.
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This is a known issue and the team is already working on it. Partial fixes had been pushed already as well. It happens on subsequent spawns and the exact conditions vary depending on DCS version and selected mission (for the coders: its so called "undefined behavior").
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[NO BUG] Can't use Jester menu with mini-stick
Zabuzard replied to SharpeXB's topic in Bugs & Problems
Can you show a screenshot of your ministick binds? Ensure you are maximally deflecting the stick, the threshold where its supposed to jump to the outer ring is afaik at around 90% or so. -
Yeah. So the upcoming patch will include slight changes to slat behavior in such configurations IIRC and also plenty of hydraulic fixes. So possibly after the update it might be better. But in general it is definitely correct behavior that you can end up in a situation with the slats going out, that causing you to change angles and speed, causing them to go in again and vice versa. IRL they would just grab the stick and throttle and just change the setup so you are not crawling around this edge case anymore.
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Generally, up and down is completely normal behavior for the F4 (due to bellows vs bobweights). That said, there are known hydraulic issues in the current patch which are already fixed internally for the next update. Possibly you had your slats extending and retracting constantly (which btw is correct behavior in certain situations and is countered by simply changing the current flight configuration - make sure that your tanker flies at a speed that is appropriate for the F4 and not around a speed that triggers this situation for you).
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This is a known issue and has been confirmed already to get tweaked eventually. But yes, lets not mix the character/mirror topic with the stick topic for now
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Believe it or dont. We dont make things up, have to take guesses or similar. All of this was modelled directly after first hand evidence. We didnt put all of what we found into the game as not everything had nice and detailed pictures to recreate it correctly. Heck, they even put folded paper between the buttons to keep them in.
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Sorry, what are you trying to say? Combat Tree is not there yet, if that is what you thought.
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Yeah. In a nutshell, Combat Tree allows you to "magically" spot any contact in like 200nm distance. Its like getting gods vision. You see them all, regardless of what your radar is doing. It is not only used to ID a target that you picked up with your radar, it allows you to actually locate bandits like a "super-radar". Just like it was IRL for the Phantom pilots in the time period where Combat Tree was used and enemies have not patched their systems yet. Its not "magic" ofc, but the IFF receiver/transponder have a much greater range.
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The head movement is a different topic. As said, its to prevent silly looking glitches. In the Tomcat you can get them if you move your stuff fast. You seem to be mixing topics on this one. The pitch axis isnt "delayed". It is the bobweights and bellows influencing the pitch axis. A system which the Tomcat (and most other aircraft) do not have.
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It would be neat if you can try what I asked above regarding the HeatblurUI.exe. It is something we did observe during initial testing and tweaking, so its not an unknown issue. Its just that we thought we eliminated it fully. So if you are actually running into that issue, would be great to know
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The table you are linking to refers to the AIR variant of the bomb, which you can load on these pylons. The regular version of the bomb has longer fins, causing separation problems on the pylon. Also check the official weapons manual that explicitly does not allow this loadout. Phantoms that carried them nonetheless had to use self-made separator modifications which were not present on the F-4E we have ingame.
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Great stuff, thank you for this (and all your previous) awesome contribution
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Are you sure that you ever had a state where your exported texture actually displayed content from the DSCG and not just all-green or possibly even a different screen instead? Cause if that's the case I might be able to help you by giving you the full list of all internal texture names to try out instead of just going with the one you guessed there.
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Correct, it does not. Its on the list. The screenshot looks like you are not actually exporting the DSCG at all. Its just all-green, none of our internal or external textures looks like that.
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If its a hydraulic issue it will likely be fixed with the next patch. Ive also seen plenty of user errors on this Crew Chief routine though. Either case, if you can create a quick track or video that would be really helpful, thanks.
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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.