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Zabuzard's post in Navigating waypoints in F4E was marked as the answer
First you need to understand how the Nav panel works:
Especially the Mode Knob (1), whose positions are named very confusingly. TGT 1, TGT 2 and RESET sound as if you could store two waypoints and perhaps reset that, but that is not the case. So let me provide perhaps better names:
* TGT 1: "Current panel coordinates" - this will navigate towards whatever coordinates are currently visible/entered on the panel (10). Thats it, no memory whatsoever, just plain navigation towards the coordinates currently on the panel
* TGT 2: "Memorized coordinates" - this navigates towards coordinates that you have memorized in the computer. This is done by first putting the coordinates on the panel (10) and then moving the mode knob (1) to the springloaded RESET position. RESET essentially means "load these coordinates into the memory".
So, now you can either select TGT 1 for the current coordinates or TGT 2 for memorized coordinates and the pilots HSI will provide the heading and distance to it, thats all 🙂
For the HSI to actually steer towards the waypoint, the pilot has to select NAV+COMP on the HSI source right next to it:
For the WSO, its the BDHI that shows the data, while he has to select the mode also right next to it:
If you are using Jester, you can simply setup a flightplan with multiple waypoints through the Jester UI. Jester will then automatically work his panel to navigate you through the flightplan point by point (this is called leapfrogging).
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Zabuzard's post in Replay Track bug. was marked as the answer
Thanks. It is because you are using mouse/head-tracking to control the Jester-Wheel for the startup. HB UI isnt fully track compatible yet. You either have to control it with the keyboard commands fully, or replicate all clicks that you made when flying the mission for real while it is replaying the track.
You can see that you are taxing and taking off with the entire aircraft being dead and offline. No power, no engines, no hydraulics, nothing. Jester is still in the startup phase and (correctly) thinks the aircraft is cold. So he isnt ready yet to copy your canopy movements. The wheel chocks are normally removed through the Jester Wheel as well, since the command for that was never send to the Ground Crew in the replay, they are still there.
(The reason why the aircraft moves in the first place is because of EDs track system forcing the aircraft on the position it had in the real flight, regardless of what the simulation says)
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Zabuzard's post in [Resolved] [2.9.6.58056] [MT] ECM requires warmup even in hot starts was marked as the answer
aaaand fixed 🙂 will be available in the patch after the upcoming.
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Zabuzard's post in Radio Command Light Brightness dial operates in reverse. was marked as the answer
Fixed 🙂
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Zabuzard's post in Problem: Throttle position issue after Throttle calibration was marked as the answer
The Stop-part of the throttle range is not part of the throttle axis.
To me it sounds like you might have mapped the idle-cutoff buttons that are under the Warthog throttles to the fingerlift bind in the Phantom. Which, when triggered, toggles the throttles between Stop and Idle.
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Zabuzard's post in [Known Issue] Weird res through HUD glass in NODs was marked as the answer
Thanks, this is a known issue. It will be fixed. Unfortunately, a bit complex on the technical end 🤞
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Zabuzard's post in 2.9.6 broke the Antenna Elevation Axis Control was marked as the answer
The binds for the antenna elevation were broken before the update. The update aligned the binds with the underlying implementation of it being a "springloaded 3-pos switch". So now the binds work.
The next step is to change the thing to also provide a relative and absolute axis, as well as self accelerating inc/dec binds.
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Zabuzard's post in Remove Oxygen Mask was marked as the answer
Thanks, I have put it on the whishlist. Cheers
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Zabuzard's post in ARGs for F-4E was marked as the answer
The animation arguments are all listed with names in a lua file accessible to you.
Its in the Dcs/Mods/aircraft/F4E folder somewhere, called draw_args.lua.
It lists all animations the plane has to offer, internal and external, with names.
Similiar for the command values (the ones used by binds), in a file called command_defs.lua.
You can also play and test out the animations in DCSs ModelViewer (see DCS/bin folder), the exterior model is in the CoreMods folder, the interior in the Mods folder, subfolder Shapes :)
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Zabuzard's post in Bombing Computer in F4 and Yellow Triangles was marked as the answer
This smells like a Mod-problem. Do you have any mods installed?
(Even if they are unrelated to the Phantom)
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Zabuzard's post in DCS F-4E has no raindrops on the canopy. was marked as the answer
Indeed, the Phantom doesnt support the raindrops for technical reasons yet.
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Zabuzard's post in Delivery Mode Knob was marked as the answer
Well, the knob, if clicked, would release any stores on pylons marked by ground crew as nuclear store (using a special pin).
Since you cant load nuclear weapons and there is no one putting in that special pin into any of the pylons, clicking the button simply doesnt do anything. Like, if you would jump into the real Phantom with a non-nuclear loadout, you could also click the button and it just wouldnt do anything. So thats why its clickable, its correct behavior.
The problem with offering binds for stuff that doesnt do anything is that when we eventually come around to implement it, it would break backwards compatibility and you would have to reassign your binds. So we rather not offer such binds 👍
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Zabuzard's post in The Crew Chief is sometimes silent was marked as the answer
Most likely because at that point you had no power connected yet and used the "Crew Chief (Hand Signals)" menu.
After connecting power, the Crew Chief can talk to you 🙂
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Zabuzard's post in [NO BUG] Standby Attitude Indicator and Radar Altimeter was marked as the answer
Not yet, it's on the list :)
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Zabuzard's post in keybindings for next and previous waypoints was marked as the answer
Good idea. Should be doable 😃
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Zabuzard's post in Jester Wheel not centered on 2D Widescreen monitor. was marked as the answer
You can "fix" it by using the Special Option to Offset the HB UI horizontally (X Offset) with a negative offset.
This usually happens when the system guessed your resolution incorrectly, but can also happen when you are using "unusual" aspect ratios.
Could you share a screenshot of your DCS graphics settings page (the first page)? I would like to see the monitor and resolution setup shown there, cheers!
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Zabuzard's post in [User Mod] - Add countries limitations to Heatblur's built-in F-4E liveries was marked as the answer
I mean, there isn't really any need to defend a mod. It is there for whoever wants to use it and these people will appreciate it a lot, so thanks for making it! :)
In terms for addressing the issue outside of mods, the best approach would probably be if ED adds a checkbox or similiar next to the livery selection that would allow users to toggle country lock on and off.
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Zabuzard's post in Bombing Table - Poor Experience in VR - Suggestions was marked as the answer
We have adjusted the defaults and step-size, thanks.
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Zabuzard's post in Radar lock & elevation dont work correctly was marked as the answer
* Avoid putting the target next to clutter on the screen. The target should be clearly visible on the screen and without other green stuff directly around it. Especially when targets are flying low, this can be difficult. If you cant do that, chances of getting a good lock are low
* The moment you want to lock, try to fly stable and possibly straight. The WSO must lead the target with the cursor when locking and when you maneuver, Jester might guess the lead slightly incorrect. If the cursor misses the real target position (in between sweeps, this isnt at the return on the screen) just by a millimeter, the radar will likely lock a sidelobe. The more latteral you or the target are flying, the harder it is to lead correctly, but this is especially hard if you keep changing your attitude fast and rapid.
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Zabuzard's post in When building missions with this module Do you have to add a start cart, if so what is it called and is it a ground vehicle or is it static? was marked as the answer
Whether you start with the ground cart or with the starter cartridges, doesnt matter. In both cases, you do not need to set up anything extra. These things show up automatically.
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Zabuzard's post in Jester context button (?) was marked as the answer
Here is the quick explanation and overview:
https://f4.manuals.heatblur.se/jester/combat/overview.html#context-action
The following pages have details. Cheers
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Zabuzard's post in Why are airfields limited by distance in navigation point selection? was marked as the answer
Yeah. Ill have a quick look on Monday. Potentially it can be made to just fill the wheel by distance sorted without a distance limit in just 5 mins or so.
The NEXT/MORE would take a tiny bit longer, but I guess above would already be a nice improvement for the meantime. Cheers
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Zabuzard's post in Avionics upgrade in the future? was marked as the answer
Never say never. But its not planned at the moment, no :)
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Zabuzard's post in HeatblurJester.dll Virus Warnings? was marked as the answer
The actual warning you are seeing is "potentially unwanted application" (not "virus"). You can ignore it safely.
It currently happens to most aircraft in DCS and will hopefully be soon fixed in an upcoming Windows Defender update.
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Zabuzard's post in Any words about the crashes? was marked as the answer
Which crash are you referring to?
Rest assured that we are doing everything we can to fix issues and get you into the cockpit. If you are experiencing any issues, just ask and we may be able to help you or explain what is going on 🙂
