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I know it's obvious. Raise the nose of the aircraft to about 45 degrees and fire the rockets, but my question is how to ensure they'll land on the targets. How do I calculate the exact moment to fire at the target? Does anyone know? Moment 1:05
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Ddg1500 started following Important Tips about f14a/b computer target bombing
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Here is a tip if you want to do computer target bombing(ccrp) in f14a/b if you see the diamond in the HUD constant flashing non stop, thinking that you should wait becasue it is loading, then that is wrong, the bombing computer have already loaded The flashy diamond actually means that you should move the diamond below about -8 dgeree of AoA in Hud, it is at then you will see the diamond no longer flashing and you can designate target with it now Heatblur didn't mention this in the manual, causing some confusion for me, but i ironed out at last
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SabreDancer started following Navigation
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After a successful landing and rolling down the strip, I`m afraid to use the wheelbrakes. Even a soft touch ends up nose down on the ground. Has anybody a solution so I can stop smooth ?
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The nav signals are all over the place. When I am north of the carrier, it broadcasts S, instead of an R. Half the time, the signal is accurate; in some cases, it gives you the opposite direction. They really need to look at this issue, as radio navigation over the ocean (without F10 gps) is a key attraction of this module. At this time, it is completely unusable.
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They may be dead to you but not for many of us who still fly them and would gladly continue to do so in DCS.
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Same here, just did a quick test on that.
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Engine stopping too quickly after setting mixture to cutoff?
CF104 replied to gulredrel's topic in Bugs and Problems
If you reread the OP's post, it was a 2 part comment. First about the fuel cutoff time and the second about the inertial coast down. Both of which I covered in my reply. Not a deal breaker as you say. Cheers, John -
Some pylons will show -1, some will show 1688, See post;
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Any word on this?
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Is there any evidence of RL fighters actively engaging helicopters with their radars in a2a mode?
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There is a bit of an issue with lasers codes sometimes no applying to pylongs, ensure it doesn't say -1. If it does, just update to 1688
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I have just watched the most amazing game of football with England's Lionesses against Spain, real bad ass football, sorry, where was I. oh yes I remember, some of you just have far too much time on your hands. How long did it take you to write all that drivel ? I'm only kidding Mizzy
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to be fair, these modules are probably well beyond their shelf life. How long can one expect to see these modules last per contract? Indefinitely is kind of pragmatic.
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Я пробовал с A-G радара, сначала не получалось, потом понял, что должен быть уже fixed target track перед заходом в меню DED. Если его нет и назначить только когда меню уже открыто, сенсор нужный автоматом не появится. -------------------- Ну и вдогонку вопрос знатокам. Мне кажется или логика работы A-G радара в контексте масштаба и DBS режимов сейчас не корректная? Смена масштаба при режимах DBS вызывает сброс картинки и нужно заново входить в DBS режимы, хотя на ранних видео Вагса все работает более логично, картинка не сбрасывается. В мануале block50/52 не нашел конкретного ответа, как должно быть правильно. В англоязычной части форума говорят, мол новая логика, но баг ли это и как должно быть не нашел.
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Off course PvP to be any fun requires balance, but simulation doesn't, it only requires to be as realistic as it can be. Cause simmers wanted realism, and that doesn't include balance
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DCS: F-16C Viper Screenshots and Videos (NO DISCUSSION)
Czar66 replied to wilbur81's topic in DCS: F-16C Viper
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Pyrocumulous started following Mission 4 briefing times
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Not a big deal, but mickey time and take off time are missing from the briefing for Mission 4. Seems like these should be there since there is a precise time-on-target. DCS version 2.9.18.12722
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That explains why the first known A-8 losses on the front in the west were a full four days after the date of the report.
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Vietnam War Vessels 2.0.0 This release is a major update of the Vietnam War Vessels mod. With VWV 2.0.0 comes a new directory structure, where all assets have a [VWV] prefix in the folder name. This makes it necessary that you first uninstall the old Vietnam War Vessels 1.x.y completely. We welcome the USS Enterprise, CVAN-65, in its 1966 configuration, to the fleet. The first nuclear driven carrier has been derived from the modern USS Enterprise, and takes a place of its own now. The complete launch and parking system has been overhauled, leading to a hopefully more immersive experience. The second new addition to the mod is the A-37 Dragonfly. This iconic aircraft of the Vietnam War is now available for AI use within the virtual DCS sky. Please take a look at the Known Limitations below! Updates, Ships Knox class - FF icons are used instead of DD BB-62 New Jersey - CC map icon in use, better helicopter landing on the deck, new custom shell for main armament CVA Essex and Bon Homme Richard - model improvements, nick name as short display name for Bonnie Dick Many ships - sound updates to gun fire Updates, Planes A-1 Skyraider - split into A-1H (with bridle cat support) and AD-4 (without), add Napalm bombs from A-4E-C mod, add toilet bombs to all pylons, rework flight model to take off from Essex ‘44 with 70% loadout H-2 Seasprite - use of a new model, split into SH-2F, UH-2A, UH-2B, UH-2C classes MiG-21MF overhauled nose gear, support for RATO take-offs O-1 Bird Dog, add engine nozzle definition, Flight Model change for more realistic take-off RA-5C Vigilante - Flight Mode change, more lift at low speed Known Limitations CVA-31 Bon Homme Richard - Player controlled helicopters slightly move forward on the flight deck F-8 Crusader - Aircraft is intended as static and for limited AI operations - Player control is experimental at best, but largely untested and unsupported - Carrier launch and landing operations are not supported for player aircraft, only AI - Unknown how to drop bombs as player aircraft - Variable incidence wing is not enabled - Collision shell not reliable under player control - Nose wheel rotation disabled MiG-17F "Fresco-C" - Player control is almost untested and unsupported - Collision shell not reliable under player control - Damage susceptible when placed as static H-2 Seasprite - Wheels don't touch the ship deck - Landing gear is deployed multiple kilometers away from landing spot Fletcher Class Destroyers with FRAM II upgrade - Bridge and mast are WWII style RA-5C Vigilante - The plane is too large for regular parking spots, best to use as single plane on the runway MiG-21MF "Fishbed-C" - Textures are work in progress - Gear up location is pretty bad A-1 Skyraider - The new bridle disappears during launch - The precision of dropping Napalm is abysmal - Takes off like a spaceship from land - Tiny Tim rockets seem never to be launched A-37 Dragonfly - Flight model is raw and has not been tested much - Only one pilot ejects, ejection somewhat broken O-1 Bird Dog - The propeller blur is static CVAN-65 Enterprise - Catapult hookup spotty, sometimes planes start to drift - Parking spotty, some planes start to drift - Probable inability to sync INS when taking off cold - RA-5C and F-14 Tomcat slightly too large for safe aircraft operations when taxiing - The shoot power of the catapults seems insufficient at times - No support for night operations, e.g. no lights Download (Github): https://github.com/tspindler-cms/tetet-vwv/releases Alternative download (Google Drive): https://drive.google.com/drive/folders/16pUuupD08L36KnD6vDel5VRlmwwftX5o?usp=drive_link Enjoy, The Vietnam War Vessels team
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J-10C would be very OK for everything but F-35/F-22. It even has excellent combat record.
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Flying RL combat aircraft is no fun, 'cause you could die and all that stuff. Flying a sim is, because we get to pretend to be flying the real stuff without any of the risks/constraints of the real world. I simply wanted to draw attention to the fact that any disparity in air-frames could affect the sim negatively, when it comes to multi-player bam-bam arena. I also don't know when this "no balance" argument became an integral part of the sim. LOMAC started as a perfectly balanced platform, but I guess this got lost somewhere along the way.