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Posted
What about adding flag to jet settings in main DCS? For example, "Show option to drop tanks on first menu" with values "Yes/No". Also, you may add special keybinding that tells Jester to drop tanks. This way, people would have choice what behavior they want.

 

 

The question is always, is it really that necessary and how much time does it take to implement. A keybinding is definitely a good idea imo. We'll think about it.

 

In general we always favor giving you guys an option, so that you can play to your maximum liking, but this is also a potential trap for a developer: by nature we kind of want to please every single one of you, but at some point you start touching on things that are not really in the realm of a necessity and then you have to start making tough choices where to draw a line. That said, we'll always stay open for any suggestion of course.

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Posted
The question is always, is it really that necessary and how much time does it take to implement. A keybinding is definitely a good idea imo. We'll think about it.

 

In general we always favor giving you guys an option, so that you can play to your maximum liking, but this is also a potential trap for a developer: by nature we kind of want to please every single one of you, but at some point you start touching on things that are not really in the realm of a necessity and then you have to start making tough choices where to draw a line. That said, we'll always stay open for any suggestion of course.

 

I feel that the Jester menu (as it is right now in total), at least for me, is very useful apart from the 2 things I noticed before. I can easily make Jester do what I want, and the most parts are already muscle memory until it comes to the point where they change slots.

 

Having the WVR menu as the first menu popping up while in close range has never been important to me, really never. To give my argumentation some more energy, the WVR menu should take into consideration that the tanks might have already been dropped. This in return makes the SPOT command as the one and only left. If you then would assign the SPOT command to a keybinding, then this WVR menu is totally empty and we could get rid of it. Don't take this personal, but I am talking about the menu .. OK :D

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Posted
I feel that the Jester menu (as it is right now in total), at least for me, is very useful apart from the 2 things I noticed before. I can easily make Jester do what I want, and the most parts are already muscle memory until it comes to the point where they change slots.

 

Having the WVR menu as the first menu popping up while in close range has never been important to me, really never. To give my argumentation some more energy, the WVR menu should take into consideration that the tanks might have already been dropped. This in return makes the SPOT command as the one and only left. If you then would assign the SPOT command to a keybinding, then this WVR menu is totally empty and we could get rid of it. Don't take this personal, but I am talking about the menu .. OK :D

 

What's personal? :D

 

In all seriousness though: not providing a headtracking option, by just providing a keybind option is probably not the route we want to take. But maybe we can find a better way to organize it, like I said, the implementation of lantirn will surely give us an opportunity to take a second look at the menu.

Heatblur Simulations

 

Please feel free to contact me anytime, either via PM here, on the forums, or via email through the contact form on our homepage.

 

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Posted

I am in the camp of a non-adaptive Jester menu. The small convenience of sometimes Jester saving you a click by opening a submenu instead of a top-level menu is outweighed by the confusion of never being absolutely sure what menu Jester opens up with. I think it is a basic principle (albeit oft-violated) of good UI design that your menus should always be consistent. I think being able to count consistently on a menu structure (such that the key sequence "a221" ALWAYS gets you the same place will immensely help not only muscle memory but also make for MUCH easier scripting for both macro keybinds and voice profiles.Not to mention the mental taskload of opening up Jester and reading it and saying, "oh, I am in the BVR menu but really what I want to do is to <something else> so ...". But even when Jester has correctly anticipated your need and opened up the correct submenu, it takes a few microseconds for you to check to see you are in the correct place before proceeding. None of this can be learned because it always changes dynamically.

 

Another example: set A/G mode and open up Jester and you will be in the ordnance page ... IF you wait a little bit. Otherwise you are in the top menu or something else depending on the situation. So I'm never sure which menu I am going to see when issue the voice command.

Posted

What would be great is binding explicitly to tell Jester lock up enemy contact, just like there is a binding for him to unlock a contact. I was quite surprised there wasn't one, tbh.

Posted

I understand the point of the implementation here, since you wouldn't want to fumble with the menus in WVR, but I would imagine this would also screw up people who use Voice Attack, although they seem to be in the significant minority. Personally, I don't care either way. It's not hard to know how to overcome the limitations of either method with a little practice.

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Posted
What would be great is binding explicitly to tell Jester lock up enemy contact, just like there is a binding for him to unlock a contact. I was quite surprised there wasn't one, tbh.

 

 

There is already an option to tell him which contact to lock. It is in the BVR menu. In a WVR situation the PLM and vertical/horizontal patterns are anyway better to lock targets up as it would take a RIO ages to get him locked with the HCU in a turn fight.

Posted
There is already an option to tell him which contact to lock. It is in the BVR menu. In a WVR situation the PLM and vertical/horizontal patterns are anyway better to lock targets up as it would take a RIO ages to get him locked with the HCU in a turn fight.

 

He talks about the binding not a menu choice.

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  • 4 years later...
Posted

the bigger problem with the WVR menue for jester is that even if you are not in ACM anymore it stuck for too long in this configuration until it switch back to normal.  

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