Jump to content

Grundar

Members
  • Posts

    387
  • Joined

  • Last visited

Everything posted by Grundar

  1. Sorry mate I should of been more clear in that post above in terms of what I tested, that's my bad. The links were just the procedures I followed for the Walleyes so that I could show that i didn't do any deviation (other than put Master Arm on which isn't listed in the procedure in the manual) in their deployment. Running the quick mission I made, I could move between modes such as switching and dropping some Mk-82's, firing some Aim-7E's and then successfully switching back to the Walleyes. Releasing the Walleyes is noticeably more annoying than on other maps, hence why I mentioned contrast and that sort of thing as I had to do a lot of fiddling to get a useable picture to even get the lock to hold so I could then press and hold the weapons release in addition. The problems with the switching to Walleye for me were post using the Aim-7's and switching from A-A to A-G modes, I'm not sure if I'm just missing a step or it is a bug of some kind. So When I had trouble releasing Walleyes during this mission I did the following: HUD to Standby DSCG Scope to Standby Deselect all Weapon Stations Delivery Mode dial to Off Weapons Select to B Master Arm off. I would leave it set like that for 30 seconds or so, (an arbitrary time to be honest) and then set up for the Walleye as per the procedure I linked in the previous post. After that the Walleye display would appear approximately 3 minutes post being re-activated and once I dialed in my contrast and brightness I was able to successfully launch those weapons as well. I will link my mission if it helps, it's just some BTR-70's and some buses hanging out approximately 6 miles ahead of your start point near Camp Bastion. I just used them for targets. There is also a Bear circulating overhead for Aim-7 and Gun practice. Walleye Test F4 Afghanistan.miz
  2. On top of that, is Heatblur looking at making any sort of mini-campaign? Such as was done for the F-14? I guess the current lack of theatres might make it less desirable. Reflected's Campaign should be out soon so that will fill the gap.
  3. So I jumped in the mission editor and made a quick mission for Afghanistan and I was able to launch Walleye 1's. The Walleye locks via contrast and I think that weather conditions/time of day will very heavily influence it's ability to even gain a lock. I can fiddle with my DSCG screen contrast and brightness to see and lock a target, but it was much more hit and miss on the Afghanistan map than when I performed exactly the same on the Caucasus map where contrast was seemed better overall and it was much easier to achieve that initial lock. Flew both theatres with hot starts and you are correct in that it defaults to TV mode and they are pre-armed (no warmup required unless you switch them out and then it reset to 3 minutes on my test). I followed these procedures/information: TV Guided Bomb use: https://f4.manuals.heatblur.se/stores/air_to_ground/bombs/tv_guided_bombs.html Walleye Specific information: https://f4.manuals.heatblur.se/procedures/eo_guided_bombs.html?highlight=walleye#gbu-8-hobos-and-agm-62-walleye-12-tune-up
  4. Yeah a track will be useful for the devs to see if there is something interfering or not triggering correctly. I've had a few issues with the Afghanistan map when flying the F-16, particularly the free flight mission which starts you in autopilot altitude hold for some reason which kept throwing me. I haven't flown the F4 in Afghanistan so it could very well be a bug related to that. When I'm next on DCS I will give it a shot. Is this working for you on other maps - same set up but different map?
  5. Your work flow looks good, I think it is the super annoying warm up timer which resets each time you switch away. It hasn't warmed up in time and won't release. Edit: Sniped by Zab! *gasp* Also, track files very useful for the devs incase you have discovered a bug.
  6. There are a few things to try that may work for you. Try giving the Weapons selector a turn to the B position for a short duration (a second or two) and then revert it back to air to ground mode you want - TV for Mavericks, AGM-12 for Bullpup, ARM for shrike, Bombs for bombs etc.. This usually flicks you out of a CAGE mode from A-A but also seems to just clear settings from other modes. It's effective post an A-A engagement and you wish to get back to A-G, I find. Ensure you have the weapons stations you want to use selected and master arm is on. The Mavericks will initiated their 3 minute cooldown timer as well. I also recall that you have to pull the trigger to get the maverick feed to appear on the TV feed or it will otherwise stay blank.
  7. I'll jump on and give it a burl and see if i get the same issues. Will report back. Edit: So my current settings - Volume at 70%, everything else at 100%, I have the Main Audio Out set to Default, Speaker Lay out to Auto and Headphones to Default. I'm using a basic set of desk speakers with a floor subwoofer. At these default settings the cockpit noise is comparable with the afterburner noise, one doesn't override the other in any particular fashion. The F4 by default is a noisy bird when in flight. "Hear like in helmet" enabled, there is no difference between loud cockpit afterburner being on or off. With "hear like in helmet" deactivated the afterburner is considerably louder, and mildly louder again with loud cockpit afterburner also being enabled. If I set master volume to 0% there is no audio from anything If i leave Audio at 70% and drop everything else to 0% I hear nothing. Moving the In Cockpit sound to 0% and leaving everything else at maximum turns everything off sound wise. Now in comparison; The F4 is significantly more noisy, even with hear like in helmet enabled in comparison to other afterburning aircraft. The F-14 is second most noisy, but noticeably more quite than that F4 is. The F16 is quite, even in afterburner. The F18 is seemingly the most quite in afterburner. So in summary, there is no one option slider (that I can find) that effects afterburner noise without influencing all other noise. The F4 is a very noisy aircraft, at a guess I would say it's because of the janky J-79's powering it and the technology of the time.
  8. Do you have the "hear like in helmet option" ticked in the DCS settings ?
  9. It will be good to see some of those improvements for Jester, especially being able to dynamically chose some words instead of having to produce a whole sentence. I do enjoy the attempt at the humanization of the AI Jester, though like most others I can also be very frustrated with it, especially when I can clearly see something on the radar or out of the cockpit that I think Jester should be able to as well. The F-4's systems are old technology though and I think perhaps there are some who think it should be as responsive and as equivalent as modern day systems. Clearly WSO's were incredible at deciphering the radar return and the systems, but the limitation was the technology at the time and not the brain deciphering and processing it all. From a programming and gameplay perspective it must be quite the task to keep Jester separate from being just some omniscient presence that sees everything and is 100% right all the time. I'm glad that it is not, I'm enjoying learning the aircraft and it's representation of the time period it reigned in.
  10. It can also be dependent on various factors and parameters; this can include; the type and variant of missile, the radar mode in use, the hardpoint location of the missiles and your switchology assignment. - If you have a two stage trigger it can seemingly bug out sometimes. You could try and bind an additional button and use that instead to see if it is simply a physical trigger/button issue. - Also double check you aren't accidentally deactivating the missiles selected - ie accidentally switching from Radar to HEAT or Guns by accidentally moving a switch on the throttle/stick or have accidentally something double bound. - Depending on the AIM-7 type you may find you have to adjust your standard missile attack, for example the AIM-7E has a relatively poor seeker and is poor in close in encounters. Where as an AIM7-E2 has reduced energy retention, a poor seeker, but is more effective in dogfighting. - Radar missiles, regardless of the variant of the AIM-7 for the F-4E, requires 3 parameters to be able to launch: The Target needs to be in the range of the missile The Target aim dot needs to be within the Allowable Steering Error (ASE) circle on the radar display. The Radar should be in A-A mode and out of visual intercept (VI) mode and not in air to ground mode - If these parameters are met you will see the corresponding warning lights illuminate and the Shoot illumination begin flashing indicating you are in the correct parameters to launch. If they are not flashing there is an issue with Step 1 - 3 usually, though it could also be due to something like a Centre line tank or MERS preventing launch from Forward Stations 1 and 2. - You can also turn the Interlocks out which will allow you to shoot the missile regardless of parameters set in steps 1 - 3. Relevant link; https://f4.manuals.heatblur.se/stores/air_to_air/aim_7.html
  11. As in you simply want to bring up the display? There is a switch located down at the bottom on the Pedestal Panel (located behind the flight stick) next to the accelerometer. The switch allows you to flick between Radar, Off, TV. Flick it up for Radar. Edit: Manual Link https://f4.manuals.heatblur.se/cockpit/pilot/pedestal_group.html
  12. Yeah, I rebound all my keys, slow repaired everything and I just gave up then I saw your post and I was like OMG Yes! It's not just me lol I was fighting the trim against the autopilot lol and was wondering why as I never remembered the Viper being so damn temperamental. If only I just glanced over lol. Too much WW2 and F-4E flying for me where constant trimming is the done thing
  13. I've had this exact same behaviour with the F-16 and Afghanistan, I hadn't even considered the autopilot or glanced over it as I never activated it. I'm going to go see if it fixes it lol and how I am enabling it. Edit: Yep the Instant Missions seem to start with Altitude Hold engaged
  14. I really enjoy Jester, it's nice to have him back there doing his thing. Sure he could be completely robotic and only call out comm brevity accepted terms, but, for me at least, that takes away from the charm of having Jester in the first place. I like that he sometimes corrects himself, I enjoy his banter at times as well. Absolutely could it be improved upon so you don't get callouts stacking atop one another, but it doesn't occur that often. As for the whole flying low thing, I could never figure out what it was about, at first I assumed perhaps it made him focus more on the ground and ground threats, but that didn't seem to be the case.
  15. If you have missiles selected as active perhaps it won't allow you to switch? If you turn the Delivery Selector to B for a few seconds and then back again does it allow the switch to A/G?
  16. I think you have to label the SA-10 as "Unknown", as it isn't part of the standard RWR display for that time period I think. There is a button (and binding) available to show an Unknown RWR contact, so i you press that button it should display those contacts also listed as unknown - will default to a U symbol on the RWR. I'm not sure if core DCS functionality allows a SAM to launch in modes that don't require a direct active lock on the target. I would love to see RWR as a core functionality of DCS become more representative of the time and less of a Gods eye view of the whole shebang. Edit: SA-10 has a display icon, the 13 doesn't appear to and will be displayed as U when unknown is selected.
  17. Yes the porpoising I have experienced is much less violent and is more of a gentle effect than what it is seen in that video. Re: the switch, maybe you were using the CADC Static Pressure Compensator Correction switch? I can't remember if I got a warning panel alert prior to the porpoise. Perhaps there was, if it happens to me again I will capture a track for review. That all said it has happened to me twice in roughly 30 hours of flying in the phantom so it's not something I encounter often. I don't use autopilot so it has only ever occurred for me during manual flying, though I guess perhaps with the Stab Aug's engaged - Yaw, Pitch and Roll that the Static Pressure Compensator Correction could be related, if it effects those systems. Perhaps I ascended to altitude too fast or descended too fast? I honestly can't recall.
  18. Porpoising occurs every so often in the F4 and I'm not sure if its a feature or a bug. I first noticed it while flying one of the F4 missions, namely Covey-41 (which is on the Marianas map). I was around 20000 ft and near Mach 1 and I wondered if it was a result of being in that early transonic region of flight where you are copping a mix of subsonic and supersonic airflow and the resultant drag. I could prevent the porpoise by slightly reducing airspeed - or increasing it, reducing my trim and manually deflecting forward and then re-establishing trim. My AI Wingman was also replicating my porpoise movements so I wasn't sure if the AI was just trying to follow some input I wasn't applying or was subject to the same situation. So I'm not sure if it is a modeled effect of transonic flight given the right conditions - I was full of fuel and had a heavy payload or if it's a bug. I have flown the same mission many times and it doesn't always occur. Edit: I have stick deflection and stick blending both on. FFB is off, I don't have a FFB stick (RIP MS Sidewinder 2)
  19. Very, very nice. I'm going to end up with a house full of 3d printed throttles and sticks at this rate.
  20. I've loaded up Training Mission 3: Take Off and Navigation (in game listed as Lesson 03 F-4E (Pilot) TAKEOFF: and it processed through the Preparing Aircraft Please wait screen without an issue. The mission ran without an issue and I was able to activate all that missions triggers. So the mission is performing as it should so the conflict must be something other than a non-working mission. This mission does include some navigation so extends much further than the other training missions seem to, maybe there are too many assets being loaded for your computer? Edit: I ran it again and it was fine until the very end when i turned the aircraft off and hit Exit from the ingame menu - DCS crashed with that, I sent a report/log to ED with the automatic crash generator. It seemed to be a normal DCS crash though as opposed to mission related.
  21. It doesn't have an option for a rotary binding (or other) as I can see of yet for the radar altimeter. Might be stuck with the hold right click and move mouse up or down to move the bug until it is implemented. I honestly forget to set it all the time. https://f4.manuals.heatblur.se/systems/flight_controls_gear/primary_flight_instruments.html?highlight=radar alti#radar-altimeter
  22. G'day Digital, there is a current known issue with Jester due to an accidental typo, which could be contributing to the issue: From Heatblurs notes; Known issues: Important: Due to capitalization changes not propagating properly at times, the "\...\sdef\Jester\contacts" folder is named incorrectly, which will cause none of the essential JESTER calls from that folder to be played. Our sincere apologies. This will be fixed in the coming patch properly, however in the meantime you can apply an easy fix yourself, if you please, after finishing the update: STANDALONE USERS: Either delete the "DCS World\Mods\aircraft\f4e\Sounds\sdef\Jester\contacts" folder and run a DCS repair, and it will get restored correctly by DCS or manually rename it to use a capital C. STEAM USERS: Manually rename it from "\...\sdef\Jester\contacts" to "\...\sdef\Jester\Contacts" (simply with a capital "C" instead). Note: Deleting the folder and running a repair only works for the DCS standalone version. Steam users need to rename the folder manually, please. Manually renaming the folder works for both versions. You may have already done this but it doesn't hurt to mention just in case. If you have already attended to this you could try a repair of DCS to see if your issue is rectified.
  23. In General: The Phantom uses the AN/ALE- 40 Countermeasures dispenser; 1. Make sure that countermeasures are loaded on the aircraft and the that you know the amount of each (Chaff and Flares) 2. Make sure the countermeasures button you have bound also activates (moves) the button press on the corresponding throttle (as the pilot) 3. The flaps and speed brake must both be fully retracted for the dispenser to work, regardless of any other settings. As the Pilot: 1. Find the programmer, it is located on the left hand side of the cockpit near the controls for fuel. 2. The Flares toggle switch you will see has the option of Flares or Normal; If set to Flares it will ignore any programming you have done and with each press of the Countermeasures dispense button it will release one flare. At the most very basic if you switch this to Flares and have flares loaded you will be able to release 1 Flare per press. In the Flares position, it will allow the Pilot to dispense flares at will, it will not prevent the WSO from releasing countermeasures nor will it alter the WSO's CCU settings. If set to Normal; each press of the dispense countermeasures button will follow what you have selected on the CCU (In WSO cockpit) or the Programmer (in the pilots cockpit) If you just want to be able to dispense flares, throw it on the Flares option and you are set. The AN-ALE-40 Power Indicator on the panel will; Display an amber light for the Flares option if it is selected Display a green light when the switch is set to Normal, AND any of the Chaff or Flare mode knobs are in an active position (if they are all off it won't light up - or work) No light if the panel is not active 3. If the toggle switch is in Normal mode you will need to utilise the programmer to set how you want to dispense the countermeasures. Chaff and Flare options are available here and you will notice two knobs for each option. Intervals are always measure in seconds; Chaff Burst; The count knob gives you the option of 1,2,3,4,6 or 8 per button press the interval gives the option of 0.1 - 0.4 seconds between each release chaff Chaff Salvo; the count knob gives you the option of 1, 2, 4, 8 or C (continuous) for the number of salvos you want per button press the interval is 1, 2, 3, 4, 5, 8 or R (random) seconds per salvo Flare Burst; the count knob gives you the option of 1, 2, 4, 8 or C (continuous) amount of flares release per button press the interval is 3, 4, 6, 8 or 10 seconds between salvos. Relevant Manual Page link: https://f4.manuals.heatblur.se/systems/defensive_systems/countermeasures.html?highlight=counter#chaff-and-flare-counters
  24. Dispense Countermeasures. I believe it is under the Throttle section of the bindings. You will need to assign a button to it as iirc it defaults to unbound. Edit: Relevant Manual section; https://f4.manuals.heatblur.se/systems/defensive_systems/countermeasures.html?highlight=countermea#countermeasures
  25. You are absolutely correct. That also makes me think, I need to go check if i can jettison one wing tank at a time or if they are paired only.
×
×
  • Create New...