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Zabuzard's post in Stick pitch reaction slow was marked as the answer
The stick visuals are subject to animation smoothing to ensure it doesnt look silly when you jank around your stick IRL. Otherwise it would teleport and it would look really silly and break immersion. Its a compromise.
Take note that this is visual only, your input is being registered and transferred to the FM instantly. The stick animations are decoupled from that (see the Controls Indicator UI).
Afaik Cobra said some time ago that he might be tuning the animation again to find a slightly better compromise.
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Zabuzard's post in Wish - Ability for Jester to input Bombing Computer Data Automatically was marked as the answer
Yes, thats a good suggestion.
Unfortunately, not as low hanging as it may sound, mostly due to the jet not having an easy way of understanding what kind of weapon you got. Its absolutely solvable, but would probably take quite some time to develop "just to save u one click selecting the weapon" and then likely still fail you in practice because you may be running a mixed loadout or not having selected the delivery type yet because you are still on the ground.
IRL the "Bombing Tool" math is always done before even entering the cockpit. Its preplanned, you write down your solutions and then enter them midflight.
That was also kinda the idea we originally had with the tool, hence the button to "save a profile". You are not really supposed to click through this UI midflight, seconds before attacking the target. -
Zabuzard's post in Radar is displayed at the same time in the forward hud was marked as the answer
This is a rare DCS engine bug that we have seen reported a few times since release.
Users reported that running a DCS repair and/or getting rid of certain unofficial mods repaired the issue for them. So Id suggest trying out that :)
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Zabuzard's post in Radar Missile Power Switch continuously on? was marked as the answer
Yes to both. But it also depends on the radar selection in the WSO pit. Like, if the radar is turned off, selection of this switch wont do much.
In practice, for most DCS players it is probably best to just leave it on ON. But there are of course situations in which it might be meaningful to have it off (or standby) while the radar itself is still turned on. Also relevant for ground tests (in particular IRL).
Some details here: https://f4.manuals.heatblur.se/cockpit/pilot/weapon_management.html#radar-missile-power-switch
More here: https://f4.manuals.heatblur.se/systems/radar/general_operation.html#klystron
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Zabuzard's post in Spawn with Cockpit Ladder attached possible? was marked as the answer
They already do spawn with the ladder out - either the yellow external ladder or the onboard steps, which is randomized.
It is theoretically possible for a mission maker to force the ladder by playing the animations manually. Like, setting the animation for the external ladder to 1 (and the anim for the onboard steps to 0).
As soon as the pilot then clicks on "put helmet on", these "cold items" (e.g. also the red RBF flags and covers) get removed automatically by the code.
I dont exactly recall how you can play animations via mission editor, but its possible. They are not per device like commands, just a global animation ID. You can find them by opening the model in DCS ModelViewer and/or by opening our draw_args.lua file. -
Zabuzard's post in [DCS issue] Can't select all Bombs on the Inner Wing Pylon was marked as the answer
This is simply because there are too many weapons available and EDs UI does not feature a scrollbar (yet).
It is a known issue - we cannot do anything here, the UI is completely on ED.
Cheers
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Zabuzard's post in Problem with Sparrow E2 was marked as the answer
Here are details on the CL Lamp behavior:
https://f4.manuals.heatblur.se/systems/weapon_systems/multiple_weapons_system.html#centerline-tank-aboard-light
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Zabuzard's post in Mav B problems to lock. was marked as the answer
Do you have some screenshots or anything? Otherwise it is hard to judge how good your contrast actually was.
So far whenever people reported similar problems it turned out to be not enough contrast, so that would be my first guess.
(Note that the contrast locking is an ED topic)
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Zabuzard's post in [Known issue] [2.9.12.5336.1] Pilot Oxygen gauges texture bug was marked as the answer
Aye, this is a known bug. Cheers
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Zabuzard's post in Preset F-4E Direct Delivery Bombing Profiles was marked as the answer
The kneeboard has tables. Also, you can create yourself tables by using the Bombing Tool (RCTRL+B) - select DIRECT :)
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Zabuzard's post in [DCS issue] SP miz "NTTR_Red Flag 02 - Start From Push by SEDLO" crashes DCS was marked as the answer
Looks like a crash happening in EDs code. I do not see anything coming from us in your stacktrace:
Might be a non-Phantom specific issue.
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Zabuzard's post in Is it currently possible to use the laser range from the Pave Spike for a more precise Dive Toss attack? was marked as the answer
The laser from the Spike is used during TGT FIND mode. Which is essentially just DT but with using the Spike instead.
So yes, flip the mode to TGT FIND and do ur procedure, it will then use the laser range.
TGT FIND (as well as DT) technically doesnt care if ur diving, lofting or level or whatever. It is a fully automatic release. Its just that when you need to use the Radar and the "nose" to designate your target that you will typically find yourself in a dive. But technically DT doesnt require you to dive if you manage to designate the target otherwise. And that's what you can exploit with TGT FIND, given that you designate the target with the pod instead.
It is like CCRP in a modern plane. You designate the target, hold down bomb button and fly however u prefer (level, dive, loft,...). The computer automatically releases at the right moment a ballistic solution is met (provided you entered the right drag coeff based on type, release alt/speed,...). -
Zabuzard's post in Instant Action without weapons! was marked as the answer
Yeah. I think this one was corrected internally already actually.
Its because there was a patch somewhere last year where we had to swap our HOBOS against EDs new HOBOS weapon and whenever you change weapon definition you need to also adjust it in all missions referencing them in their loadouts.
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Zabuzard's post in Circuit breakers was marked as the answer
They are actually all implemented and functional. Its just that you cant interact with them currently (yet). They are all connected to the corresponding systems and if you could pull one of them the corresponding system would not have power anymore. The CB-fidelity is there, you just cant experience it yet.
The problem with making them interactable is that you are going down to 1 FPS and DCS also starts to crash when you just add 200 more clickables in the cockpit.
It is super unfortunate but the regular way DCS wants you to make clickables does not work for that amount of switches anymore.
That said, we have a few ideas how we could work around and tackle the issue - which is also why we went the effort in coding and connecting all the CBs in the code from day one.
Right now we only made the really important CBs clickable, which are the ones in the Pilot Cockpit. Cheers
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Zabuzard's post in Drag coefficient, Dive Toss, and TGT Find was marked as the answer
Not sure where you take this from exactly in the manual.
The drag coefficient is a required input for DT (and hence also for TGT FIND).
The bombing tool always displays all required inputs.
Since the Drag Coefficient is also influenced by release altitude and speed, you have to input that into the tool as well to obtain a proper Drag Coefficient. -
Zabuzard's post in [NO BUG] Bombing table missing Certain weapons was marked as the answer
Yeah it's on the list to add them.
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Zabuzard's post in WSO terms. was marked as the answer
Yes, those are standardized brevity terms. If you google "dcs brevity terms" or similar you should find a good list or also videos explaining them :)
Nails means you got sth on your RWR, not locked yet (that would be a "spike").
This here seems to cover most of the terms:
https://wiki.hoggitworld.com/view/Brevity_List -
Zabuzard's post in Pave Spike, 9-Vis, and Grease Pencil question was marked as the answer
Drawing on the left side is a planned feature, not yet supported.
9-VIS with Jester is not supported at the moment. It wouldnt really make much sense to add right now, without Jester being able to do any A2G yet and without Grease Pencil on the left.
Note that 9-VIS was overall considered a failure, they pretty much never used it according to all our SMEs. -
Zabuzard's post in [NO BUG] Mid air mission start; Sidewinder never ready to use was marked as the answer
Thanks again for your tracks. I just checked them and everything looks correct.
1. The HEAT lights show you the currently selected missile, they light up one at a time. Please see https://f4.manuals.heatblur.se/cockpit/pilot/weapon_management.html#heat-lights
Since you did not load all stations you need to skip the stations in the sequence using the Pinky Hat "Reject" bind. That will cycle the selected Sidewinder stations. Ive tested it in your track and it works like a charm.
2. Yeah, you decide when you want to launch the missile. It might for example still pick up a target while flying. You can launch them whenever you want.
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Zabuzard's post in [Known issue] [2.9.11.4686] Altimeter hold Standby\Reset to primary was marked as the answer
Its a known bug that will be fixed eventually. -
Zabuzard's post in Jester: you are way too fast...and more was marked as the answer
Well, its complicated. There is a lifepoint threshold at which he will consider an aircraft to be done, report it as dead and ignore it in his logic.
If you make it too low you will have enemies that are burning to the ground but still considered a threat. If you make it too high you will have Jester ignore someone on fire who is still flying around shooting missiles at you, being unable to attack them back since Jester ignores them.
We have to work with what the DCS engine offers to us. Unfortunately, that isn't much when its about the combat status of another aircraft.
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Zabuzard's post in Empty Fuel Remaining was marked as the answer
The External Tank Feed switch must be in OFF for the internal wing tanks to be used.
They both share the same pipes and if the valve is in the wrong setting you are only allowing the non-existent ext tanks to feed, not the internal wing tanks.
The aircraft has no awareness of ext tanks being loaded or not. So if you select ext tanks to feed, but have none, you are still blocking your internal wing tanks.
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Zabuzard's post in [Known issue] Miscellaneous Bugs: Model + DT Training was marked as the answer
Thought I responded back then already, seems not:
Thanks, all of them are on our list, cheers.
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Zabuzard's post in [NO BUG] Left Engine RPM Redline not at 100% was marked as the answer
Huhu. This is correct as-is. The marker is on the glass, not the gauge itself and a lot of what you see is just due to parallax.
The marking is put manually by the ground crew and there isnt too much attention paid for it to be pixel-perfect.
If you check out a few reference aircraft, they will all vary a bit.
Cheers
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Zabuzard's post in Please, let Jester write down what he says so we can understand it correctly. was marked as the answer
Subtitles (and possibly with translations) are a planned feature, so no need to ask for it :)