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  1. So, I've been meaning to sit down and do this for a few weeks and have just now found the time. I'll try to keep it short, but it won't be, so I'll try to keep it dense. I was an Aeroscout from 1988-1993 flying the old OH-58 A/C. Back then, the scouts were unarmed for the most part, save a M-16 jammed across the glare shield and my .38 revolver in my survival vest. For this reason, we typically operated in a scout/weapons team with an AH-1S following as our armament. The Apaches and 58D were just coming online when I left the Army. I'm loving the DCS Apache and am chomping at the bit, but not holding my breath, for the Kiowa Warrior. I've been observing how the Apache is being employed on several servers and very much so on the Rotorheads server. I have some observations to offer tactics-wise that some may find helpful. This will apply to the U.S. attack and utility helicopters specifically as the Russian helicopters are designed differently and for different doctrine and they are employed more like very low level, very maneuverable, fixed wing aircraft that happen to be able to take off and land vertically. Keep in mind, I was in a very different aircraft with very different equipment and very different times, but I think this advice should still hold true. If there are any Apache or Kiowa Warrior vets here that have anything to add or critique or correct, I welcome the input! 1) Here's the biggest thing: I see a lot of folks just hovering at 800, 1000, 1500 feet AGL for many minutes, lobbing hellfires at bad guys. If you are doing this, you are really missing the advantage of a helicopter which is to utilize cover and concealment to survive. You should unmask just high enough to spot and shoot the threats that are in range. In some threat situations this may be fine but for the most part, the longer you are way up there, the more likely you are to be tracked and shot down. It also leaves you with less evasion options especially when trying to evade from a state of zero or low airspeed (-60kts). 2) Too much hovering. You present a more difficult target to track when moving even if it is at just 30-40kts and you have a quicker response for the aircraft to deploy to cover if you are engaged. Also, you will increase the flight endurance by keeping hovering to a minimum. This is also a great way to avoid settling with power. Also, if you are hit, it is easier to autorotate with some forward momentum and it gives you a better chance of getting to a safe landing location. 3) Unmasking in the same spot twice in a row. This is a cardinal sin! I learned this in my first trip to Hohenfels maneuver area where we war gamed with m.i.l.e.s. equipment. On a night scout mission, we unmasked from cover and saw a OPFOR tank nestled in a tree line. We immediately masked but didn't get a good fix on the type and exact position soooo, popped right back up in the same spot and this time, Mr. tank had his turret pointed right in our direction and shot us down (simulated)! 4) More of a courtesy: Calling "rifle" on comms and coordinating laser codes with others to avoid targeting conflicts and other pilots frantically dumping precious flares and diving for cover every time a friendly Apache fires a missile. Along the same lines, I typically set my countermeasures on bypass, so I'm not wasting flares on friendly fire, and I don't carry chaff. If you have your helicopter close to or down in the weeds, radar guided AA should be a non-factor and then you can carry more flares. Also, if you limit your altitude, and a radar guided weapon is fired at you, you can easily defeat it with cover or concealment. If you are still with me here, my typical planning and profile looks something like this; Before departure-I set a start point in the TSD, and alternate, and then note a point that is about 10K from the FEBA with good terrain relief or concealment, trees or buildings, and set a release point there, in the TSD. Load 50-60% fuel and 90 flares plus weapons of choice. If there are preprogramed CM's or TGT's on the TSD, I make note of them and plan for my ingress from the RP to avoid contact. Countermeasures on bypass, Acq to TADS, left MFD to Vid/TADS so I can see what the CPG or George is looking at. During the day, I will jump in the front seat for a sec to set TV instead of FLIR if I have no CPG. If someone knows how to do that from the back seat, let me know. After takeoff-Climb to about 800ft AGL so I can safely get my head in the cockpit for a minute without driving into the ground. If no CPG, I get George set up and WASed on hellfires and have him look ahead at the next waypoint. Make sure all exterior lights are off, countermeasures on, weapons armed, gun WASed. Set direct to RP and note the flight time. I usually use flight time plus 30 to 45 minutes, depending how far away I get from the RP, for my bingo time. When I'm all fenced in, I head down to treetop height for ingress, around 100kts, using terrain features to mask my aircraft. Approaching RP-A click or two out from RP I will pop up, keeping my speed up, high enough to get a good view over the terrain. I have the CPG or George do a quick look at 10, 12 and 2 o'clock. If nothing, back down to the weeds and because I'm expecting enemy contact but don't know where or when, I proceed a little more methodically. 40kts, quick pop up every couple of clicks, quick scan, if we make contact, back down in the weeds and head that way at 60kts, quick pop up now and then while under way until I'm in hellfire range. Targets in range- At this point, come to a hover behind cover or concealment noting the terrain around us as we prepare to engage. Identify ahead of time the next firing position and where it is safe to break to cover and always know the safest egress. Unmask, just high enough to see the target and either fire if it has already been acquired or, spot, lase and store, then immediately deploy back to cover. Don't get fixated on multiple targets and drift higher and higher in a hover and remain exposed. Fixating is easy to do and I'm guilty of it myself. Hard to resist easy pickings but when that Strela shows up that I didn't see before or it spawns in near me and I'm 1500ft in the air with nowhere to hide...bad news. Kill one, back to cover, I reposition laterally (not actually flying sideways but actually moving to positions to the left and right of me) instead of moving forward, below the tree line or terrain feature then pop up and repeat. A lot of times it pays off to bob up to just do a scan from 9 to 3 o'clock and, from close to far, to identify any threats you missed, just spawned in, or are a greater threat than your target group, without engaging. When all targets in range are cleared, I go back down, 40kts, bounce cover to cover and repeat the above until new targets present themselves. In the thick of it- I stay low, like weed top level, and moving 30-40kts, unless I am actively popping up to search or engage then quickly back to cover. Avoid flying over groups of trees and if I have to, always make notes of clearings to duck into or autorotate into if I get hit. I don't want to have to crash land into trees. Pop up only high enough to see and engage targets and don't unmask in the same spot twice in a row. If that manpad, Zeus monster or Strela, sees me and doesn't have time to fire, he surely will get me the next time I expose my helicopter in the same location. Great thing about helicopters is if one gets disoriented or loses SA, one can just scoot to cover, land and get regrouped. Egress-No matter what phase of the fight I'm in, I ALWAYS know how I'm getting the heck outta there! At Bingo (ingress+30 to 40 minutes fuel time) or Winchester, whichever comes first, I get down and fast, staying in low ground. 10ft AGL is a lot of work but it's a blast! 120kts, 10 feet off the ground feels pretty fast. In fact, all this is a lot of work and a few hours of it is pretty tiring. Often my rear end hurts from clenching, working rudder pedals. I probably actually have a higher "fatality" rate from pilot error than I do from being shot down. But the more I fly, the better I get. Night and other considerations-The dark offers a level of concealment that allows to fly a little higher up, 200 to 500ft AGL. Keep in mind though that the dark only protects you from visual acquisition. The Apache is fully capable of operating down and dirty in complete darkness and I usually don't change my strategy. It does require significantly more focus and SA to do safely. I will usually ingress, egress and land using NVGs and then transition to IHADDs when I'm close to the RP. In situations where the AA threat is non-existent, flying and attacking from altitude is fine but it is a good idea to stay moving. I'll usually do orbits, engaging as I approach and then breaking when I'm close to small arms range. This makes it easier to maneuver if a threat does appear, make it easier to autorotate if the need arises and uses significantly less fuel than hovering. Like I said, there may be some new considerations that I'm not aware of due to the ancient nature of the helicopter I flew in. I would love to hear some thoughts, positive or critical, on this from Casmo or other guys that flew Apaches or Kiowa Warriors. And one last thing, if anyone sees me, Aeroscout'88-'93, on a server somewhere, feel free to hop in the CPG seat and we'll go put some warheads on foreheads!
    9 points
  2. Hey Guys! The Russian Frigate Admiral Kasatonov mod is complete! Thanks to the professional modeling work of CurrentHill for bringing her together and making her a beast of a vessel. Thanks for your patience! I will be uploading her Saturday Morning. Oct 1st! In the US East Coast Standard time. You will be amazed at what she's capable of. I won't say much. I will let the ship do the explaining! Stay Tuned!!
    8 points
  3. Happy Saturday Guys! The Russian Frigate Admiral Kasatonov version 1.0.0 has been released. You can find it on the first page of this forum. #27. Please give thanks for CurrentHill for an amazing job on animations and her weaponry along with hull textures. As always please PM me with any technical issues! Thanks.. Enjoy Guys! Admiral Flota Kasatonov is an Admiral Gorshkov class frigate of the Russian Navy and the second ship of the class. The Admiral Gorshkov class is the successor to the Neustrashimyy and Krivak-class frigates. Unlike their Soviet-era predecessors, the new ships are designed for multiple roles. They are to be capable to execute long-range strikes, conduct anti-submarine warfare and to carry out escort missions.
    5 points
  4. 3D RCS is definitely something I want to see and to be able to take advantage of. Approaching an enemy while concealing your fans would provide a big advantage and add more depth to air to air combat. Also like @falcon_120 mentioned, it also makes weapon choice more important as well. Just to pick an extreme example, with better RCS modeling not only would 10 AMRAAM Hornets be heavy and slow, they would also glow like the Sun on radars.
    5 points
  5. DCS: F-16C Viper Mini-Update Following some time off, I’d like to update you on current Viper tasks and priority tasks following those. Current tasks include: Complete external model Level of Detail (LOD) to improve performance. We are now close to completing the High Drag and Low Drag ballistics and calculations for both CCIP and delayed-CCIP releases for the MK-84HD. This should also improve other general-purpose bombs. The Low Altitude Drogue Delivery (LADD) is being finalized and tested. Correcting some HOTAS short and long press logic. This is also true for jettisons. GPS target coordinate shifting. Radar SAM and DTT modes tracking retention improvement. Adjustments to SPOTLIGHT mode for short press. Adjustments to Track While Scan (TWS) designations. Animated ECS inlets. Following the above, priority items include: Non-Cooperative Target Recognition (NCTR) Tuning air-to-air performance including look-down and search to bug target delay. Digital Maneuver Cue (DMC) and Loft indications. Further work on Link 16 and adding air-to-air target assignments. Alternate gear handle and animated tail hook. Please note that this is not a 100% inclusive list, but rather the more important highlights. Kind regards, Wags
    5 points
  6. As per the title, just a note of thanks to the developers. I flew a really enjoyable mission this morning in the Gulf. Took off from Liwa in the UAE on a strike mission into Kuwait (as per Desert Storm in 1991). Couple of tanks, x3 400kg bombs and a 450 mile flight each way. Navigated using mobile TACAN units which I’d placed at Liwa and also an improvised US airbase that had been used by the USMC. Long flight, but extremely pleasurable to conduct. The F1 is very much one of my favourite aircraft.
    4 points
  7. Wing damage model: From Razbam discord
    4 points
  8. 2022.10.01 AH-64D 中文手册更新,内容如下: · 更新第二版手册精校对 · 封面更新 · 配置您的游戏部分更新 · 新增 DCS 中的杆力配平部分 · 新增 AH-64 历史部分描述和插图 · 新增 AH-64 概述部分描述和插图 · AH-64 武器装备小修正 · 新增驾驶舱简介部分描述 - 更新 HOCAS 介绍 · 新增飞行操纵章节 · 将操作程序移动到导航章节前 · 新增传感器和瞄准具章节中——截获源部分介绍 · 战斗应用章节——新增战斗中的武装直升机部分 · 战斗应用章节——更新 AH-64 战斗应用介绍 · 战斗应用章节——更新 AH-64 小组应用介绍 · 战斗应用章节中各武器系统部分介绍和插图更新。 · 战斗应用章节——新增使用激光制导地狱火导弹(连射)部分描述 · 更新“乔治”AI 命令列表,更新附加功能介绍 · 更新附录章节——附录 A 简略驾驶舱程序 · 新增附录章节——附录 C TSD/ASE页面 – RLWR符号表格(WIP) · 新增附录章节——附录 D 首字母缩写词和缩略语词汇表 · 新增附录章节——附录 E 常见问题 · 移动/更新计算和公式转换到附录 F 祝各位国庆游玩愉快 [已集成进游戏内]
    3 points
  9. Gents, the two programmers are so busy with the F4U testers, that we cannot dedicate the time needed to fix a lot of the major issues just yet. We've mentioned fixes will be coming, but most are worth redoing as we develop the new MiG-21. We're fully aware of most issues, both graphicly and logically.
    3 points
  10. Sini map looks good and well advanced, it the only new map im buying as it fits in with the Syria map and I love that map. Wingwing Orion 2 news was old news, ha ha had mine with the damper mod for 6 weeks now. No news on Multicore, Vulcan, ATC, weather (moving clouds and rain) core updates, Ai updates. Its seems to me this has been a slow year so far for DCS with improvements to the game, apart from the AI BFM updates, we only have 3 more patches to go before years end.
    3 points
  11. DCS: AH-64D Mini-Update Following some time off, I’d like to update you on current AH-64D tasks and priority tasks following those. Current tasks include: Yaw SAS behavior. Improving Vortex Ring State characteristics. Complete Image Auto-Tracking (IAT) and Multi-Target Tracking (MTT) for the TADS. Complete the Performance (PERF) page. Complete the new Pilot and CP/G models 1st person view. Improved Datalink Modem (IDM) that will include LB Net and the ability to share targeting between AH-64Ds. Additional crew radio messages. Additional external model Levels of Detail (LOD) for improved performance. Continued “George” improvements. "Robbie" fuel tank option. Following the above, priority items include: The Fire Control Radar (FCR) and AGM-114L radar-guided Hellfire. SAS collective channel behavior. Radar altitude hold and altitude hold stability when outside ground effect. Adjust SAS/saturation tones. Uncommanded pitch and roll behavior in some conditions. Please note that the above list is not 100% inclusive, but rather the most important highlights. Kind regards, Wags
    3 points
  12. ED Team, ALR-56M has "Handoff" button. Which allows PRF audio pass through on the diamond threat (highest threat). Most of this work you already did in the A-10C If you could just copy the code you used in the A-10, and apply it to the F-16 only when "Handoff" is selected, many of us will be happy. You dont need to make any PRF audio tones. Just add the A-10 code please, and we the community can do the rest.
    2 points
  13. https://www.thedrive.com/the-war-zone/4595/flying-the-iconic-swing-wing-f-111-aardvark-at-the-height-of-the-cold-war
    2 points
  14. @edmuss You gave me big help and pointed me to the right direction. With my stick and throttle usb detached, the hands work flawlessly so I think you are correct, one of them or both make some input even when at rest. I will now try to figure which one it is and try to fix it. For what regards reflections, I covered my screen with a towel while in vr but it doesn't make any noticeable difference. Once again thanks a lot for your help... @Colmillo hopefully you read this, it might help you as well
    2 points
  15. Yeah, probably due to download limits. Use this link meanwhile: Frigate Admiral Kasatonov 1.0.0 by Admiral189 and Currenthill https://drive.google.com/file/d/13KEE4x00kB9o_0e-S276dlepE4oajEEE/view?usp=sharing
    2 points
  16. On DCS World, ED and others 3rd Parties, no other external companies outside them. We know very well what making eSim games. You are a retired military, I have seen your videos and explanations of how a BTC force should work in the battlefield, and the limitations of Strikers and LAVs and other vehicles, not only in CA, but in DCS World. The chronic lack of artificial intelligence between units and the null logic of working as a military unit. I've read the BTC manuals on fire and movement (FM 3-21.10 / FM 3-21.11 / FM 3-21.21) and I'm surprised that no one in 10 years has bothered to do anything "minimally" realistic. I get that it's a horrible job and that DCS is not a ground sim, but someone should at least put in some "building block" to start correcting this, either by adding Battle Drills and Tactical Movement. And beware, this information is not restrictive, it is freely available on the Internet. TACTICAL MOVEMENT (THE SBCT INFANTRY RIFLE PLATOON AND SQUAD FM 3-21.9) https://www.globalsecurity.org/military/library/policy/army/fm/3-21-9/chap3.htm UsArmy Field Manuals https://www.globalsecurity.org/military/library/policy/army/fm/index.html Sorry about the language barrier, I've never been in the military (because of poor eyesight), but I've read a lot about it, although I know I've only scratched the surface (there's a lot unavailable). But I think it's a good base to start improving the "land environment" on DCS.
    2 points
  17. Today i've heard my virtual Hind mate for the first time. He has such a nice calm voice. Great job ED recording his lines!
    2 points
  18. No idea how to invoke this from DCS-BIOS. Need someone familiar with Lua to probe the codes and advise. Anyway, the latest DCS-BIOS seems to generate more states/events on aircraft start-up. You can check it out with the version 3 release of DCS-COINS soon. Yup, these parameter names are exactly as extracted from DCS-BIOS - albeit without the aircraft prefix. There are inconsistencies in the naming conventions by different DCS-BIOS coders.
    2 points
  19. Well, I'm glad we finally got that sorted out!
    2 points
  20. I fly the Mig-21bis a lot and I would concur what Ala13_ManOWar has stated. Best to leave on "Auto." Mr_sukebe, do you happen to read any of the "Chuck's Guides?" He has several references to the nose cone and how it operates in his Mig-21Bis Guide. If you haven't, you might want to check out the guide. There are a lot of gems of information in there on the DCS Mig-21Bis.
    2 points
  21. If there will be a 104 let it be a G, not S please But I still hope for a AMX
    2 points
  22. Whilst I agree with the sentiment (I have also started threads requesting the MkIXe, this being the sub-variant with the 2x .50s instead of 4x 303s) this last statement is not entirely correct; the C or Universal wing can indeed accept both armament configurations but some 3d re-modelling work would be required: Cannon shrouds are not only moved to the outboard position but also shortened and often had a different profile The bulges to accommodate the feed motors to the cannon in the overwing ammo tray access hatches also have to move outboard with the cannon The spent cartridge ejection ports on the underside access hatch also change to match the revised position of the guns breeches. So some work is required; however it would be a useful expansion of the module for a modest amount of work and would certainly help the Spitfire have a version more relevant to the later war Luftwaffe fighter types in DCS.
    2 points
  23. Hey Duke I really hope you'll make the 104, I think you are the best candidates to make one. The S ASA would be a dream, ASA M even better Just saying...... Take care
    2 points
  24. Hi Gufa! Just to be clear, I'm not teasing for the F-104 despite our team would like to make it as Italy was the main user of this aircraft. I can only talk about our team and not about projects of other 3rd parties, at the moment we are only investigating what people would like to see in DCS World in the future. Following this survey and taking into account the licences that ED already provided to other 3rd paries, we will choose our next project (it could be one of the aircraft listed in our pool, including the Aerogallo ). Thank you for this post, much interesting! Cheers, Duke
    2 points
  25. Superb job guys ! Awsome Mod ! Thank you so much !.....
    2 points
  26. Also some boards for AM4 went through the roof in pricing. My board from last year sells for 600+€ now at mindfactory, thats 50% + to last year when I got it...LoL *edit: today that board is back to ~400ish€, what a freaking shock that was.
    2 points
  27. Spot on with the tactics in Afghanistan, biggest threat is small arms and little in the way of cover for a helicopter. Also, in that environment a consideration is brown out from rotor wash when flying low and slow or hovering. Something I'm very familiar with from Iraq. I spent much of my time training in the European theater though, Germany, and it was very similar to what is going on in Ukraine especially since Russia doesn't seem to have progressed much past the Cold War equipment and doctrine, little in the way of an air threat anymore and not much in the way of AA. I think Apaches would thrive in that environment, but I see a day when drones become a less expensive and less risky option to do the same work. One of my favorite things to do was spot and call artillery strikes but that is definitely a job better accomplished by drones these days. We used to joke that the location of the enemy is where the burning wreckage of the Aeroscout is.
    2 points
  28. So relatively recently the F-16/18 received radar tuning which introduced things like lock delay and look down penalty. ED announced a white paper to explain these things that we're still waiting on. There is another piece of the whole radar puzzle that I'm wondering about though, which is RCS. DCS uses a simple single RCS value for aircraft. Hopefully this will be updated one day, but that is likely a big project. In the shorter term however, how feasible is a review of the current RCS values? This is desirable mostly because the existing values seem to be a bit low, possibly because they only account for clean aircraft which is the exception in a combat situation. This could account for some of the feelings expressed that teen series aircraft radars are under performing, and turning the RCS values up a bit would be a nice temporary fix until we can get advanced RCS modeling.
    2 points
  29. @BIGNEWY Hi, Track here: RWR doesn't separate contacts .trk
    2 points
  30. Вот энтузиаст разрабатывает одновременно 2 игры, обе есть в Стим: Stealth Fighter DEX https://store.steampowered.com/app/1549580/Stealth_Fighter_DEX/ Helicopter Gunship DEX https://store.steampowered.com/app/2012140/Helicopter_Gunship_DEX/
    2 points
  31. Well, that doesn't leave us much to talk about, doesn't it? The Sinai map is looking nice, at least.
    2 points
  32. Would you be interested in purchasing more simplified "Flaming Cliffs" style modern fighters? Where is the "no" button?
    2 points
  33. The CPU% is most likely a percentage the total CPU. DCS will only utilise 2-3 cores, because of the way it is coded. There are a boat load of threads on this, and Ed is aware , and is in the process of refactoring the code to make better use of modern CPU’s, but, don’t hold your breath. if you look at individual cores within the cpu you will see that some are 100% utilised. The reason your GPU is under-utilised is you are CPU bottlenecked by the vast numbers of scripts and AI. I would take the template and remove the units you don’t need for the mission…
    2 points
  34. Ich glaube da ist den Verfassern ein kleiner Fehler unterlaufen. Anscheinend haben die die Besoldung dort nach Landesbeamtenbesoldung zu Grunde gelegt und nicht nach Bundesbesoldung. Bundesbesoldung ist überall gleich. Ein Hauptmann verdient überall das gleiche Grundgehalt, egal ob er in Bayern oder Mecklenburg-Vorpommern dient.
    2 points
  35. Today's newsletter looks like everyone is on vacation. Only 3rd party news, plus some info about the sale. Either there's not much to say, or there's nobody on station to say it.
    2 points
  36. Stell mal die X Saturation auf 50 - 70%. Habe das selbe Setup. Kurven oder Totzonen würde ich nicht unbedingt setzen.
    2 points
  37. Flotille 11F 100th anniversary family Available here: https://www.digitalcombatsimulator.com/fr/files/3326110/ https://www.digitalcombatsimulator.com/fr/files/3326109/ https://www.digitalcombatsimulator.com/fr/files/3326091/ https://www.digitalcombatsimulator.com/fr/files/3326090/ N°35 is already in the Rafale pack
    2 points
  38. so just keep posting "your works" and talking gibberish just to get people's attention?
    2 points
  39. Wags did not say the module news would be every week, more news will follow in a future newsletter
    2 points
  40. Miltech-5 / PD (BO-105P update). Pictures in spoiler:
    2 points
  41. Not an expert either, but according to manual, and as far as I remember, it was best to just leave it in auto mode. The manual mode isn't intended for piloting purposes but emergencies where the auto mode stops working, or something like that. You would need to keep a constant eye in (insert the gauge I can't remember here) and you would have to move it literally all of the time any time you change your speed/altitude, so no humanly possible way to manage that in a full combat environment. I can't recall all the details, but I search it on the manuals just out of curiosity and what I remember after some reading is concluding auto is best and it makes no sense trying to use it manually. At low speeds there's perhaps a couple positions that would work, but not the whole flight if you go high, then low, then high altitude/speeds-Mach number, so in the end it wasn't very optimal trying to manage it manually. Still this is a "game" and perhaps some fellow member have found ways to take advantage of it, but I didn't find them.
    2 points
  42. Would love it if they brought their M-346 module over from MSFS along with a few others
    2 points
  43. DCS: F/A-18C Hornet Mini-Update Following some time off, I’d like to update you on current Hornet tasks and priority tasks following those. Current tasks include: Following the substantial update to the Viper flight model and FLCS, the team is now focused on the Hornet flight model and FCS. In parallel, important changes are being made to the landing gear and how it behaves at touchdown / touch and goes. This is the primary Hornet task. Correcting AGM-84D, AGM-84E, and SLAM-ER behavior. GPS-weapon using TOO engagement behavior. Incorrect Velocity Vector confinement error. New and improved pilot model. Following the above, priority items include: In parallel with the Viper, tuning air-to-air performance including look-down and search to bug target delay. UFC BU page. Please note that this is not a 100% inclusive list, but rather the more important highlights. Kind regards, Wags
    2 points
  44. I don't mean this to sound rude, but can the team just apply a basic human logic? Imagine the following: - Pilot receives coordinates in the vicinity of a target, creates waypoint, and presses WPDSG. - He hawks the area for some time, trying to discern a specific vehicle, or waiting for it to make a move. - Once finally cleared to engage, he tries to move the crosshair over the target, but WPDSG prevents him from doing so. - Human error, happens to the best of us, no biggie, right? He immediately presses TDC to correct that, and then the cursor starts to drift. While he tries to correct this, the moment's gone, and so is the target. I cannot think of a single scenario where such behavior could be of any use. Especially considering that this "feature" is not annunciated by any symbology, and the crosshair still implies that the pod is stabilized in the INR mode. And if neither the team or users possess documentation that explicitly confirms this behavior, I would rather go with implementation that makes logical sense, instead of something that looks like a bug.
    2 points
  45. I'm hoping we will get a paint kit for this so we can customize it for our squadron. Individual seat textures, billboards to put up pilot awards and such.
    2 points
  46. Yep! Not sure what the other two are, it changes around, but the Ka-50 is always Top 3. I just love my BlackShark. There's something about this chopper that just makes sense to me. The way it flies and fights and the way the systems work. It's just... right. Not to mention it has a weapons load that makes the other choppers cry with envy. "What that, Mr. Apache, you can't can't carry missiles with 200lb warheads? What a shame, because I can!"
    2 points
  47. I don't think the current situation is what ED intended. That conversation was back in April. For a long time the CPG was slightly to the left of center, which put them generally centered on the TEDAC. However, in a recent patch the default camera position got shifted even further to the left, and back into the headrest. In the meantime, you can move the camera position around to suit your tastes by using RCTRL+RSHIFT along with several keys on the NumPad. Up/Down/Left/Right will move the camera in those directions, and * and - will move the position forward and backward. Now, to save a camera position as the default position when you spawn into an aircraft, follow these steps: Press and release Num5 on the numeric keypad to make the Default View the current view. Use RCTRL+RSHIFT with the buttons above to reposition the camera to your liking. Press and release RALT+Num0 to save that position. While you are messing around with camera views, I highly recommend reading up on Snap Views, and setting a few of those to use as well. The above info is for 2D, not sure how any of this works in VR.
    2 points
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