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  1. Then i humbly ask you get your ass back to work now, so they can release the patch now. Take one for the team.
    9 points
  2. This where most of the trouble starts in these forums; idle speculation can be amusing but too many seem to take that speculation and make it into an expectation; after a while this expectation conflates and in their mind becomes a promised feature - all in their own head. Why can't peeps just enjoy a nice surprise anymore?
    9 points
  3. OK, stick a fork in this 'cause I'm callin it done. Special thanks to @Helles Belle and @BusDriver for their research determining that it probably didn't have letter codes. Also to @Raptorattacker for his "Petrol Spill" graphic. I'm pretty pleased with the weathering and think that it looks the part. Rap's fuel spill Remnants of red doped fabric gunport covering. See Beufighter photo below. Eroded paint on prop blades. This is pretty much what most props looked like when an aircraft came in to our shop for a 100hr or Annual inspection. We would file out the nicks and apply "touch-up" paint. (Actually, we rattle canned the most of the blades but the FAA allows only "touch-up". Otherwise, it has to be done by a certified Prop Repair Station. Blueish exhaust staining. I've seen this effect on high powered planes. I's pretty subtle. I enhanced it here for some drama. More fuel spillage. Pilot with white overalls. The only photo I could find of a N0. 27 Squadron Mossie and there are no letter codes. An example of red doped fabric gun port covering. Submitted to DCS User Files. Links to both... hardcoded letters and Bort letters enabled: https://www.digitalcombatsimulator.com/en/files/3329548/ https://www.digitalcombatsimulator.com/en/files/3329549/
    9 points
  4. We will have some nice surprises of long awaited items, but temper your expectations please: in the discord I was indeed referring to the fuel pylons. We shall see what else we might have put into the patch. To avoid disappointment though: - it is not the -D. - it is not a clean cockpit. - it is not the early A (yet). - it is not glove vanes.
    9 points
  5. I will say it was a mistake to say this. The reason is simple: for one my screen is capped at 60hz (4k 55") and the 200 FPS was displayed as such in the FPS counter (ctrl+scroll), so if my screen wasn't capped at 60, I cannot say, if the jump would have really been up to 200 FPS. Secondly, it can be different on different systems, even if the same or similar setup, and I now set expectations, which may or may not apply, once multithreading comes. So please manage your expectations accordingly. And my apologies for jumping the gun there a bit out of my own excitement. Please take it with a huge grain of salt, and we'll all have to check how much we gain each of us in particular, when multithreading releases.
    7 points
  6. I've spotted some rather niche issues with the DISS-15 Doppler navigation controller which might be satisfying to fix! The Lateral Deviation (БОКОВОЕ УКЛОНЕНИЕ КМ) and Distance (ПУТЬ КМ) displays are each dual roller-counter displays: (OK, separately, in the English cockpit mod the labels are all misleading. They should be "LATERAL DEVIATION KM", "DISTANCE KM", and "COURSE ANGLE".) The Lateral Deviation display looks like this when you're off course to the left: And it looks like this when off course to the right: However - the word "RIGHT" should appear on the other side, like this: The display actually has six drums - three for "negative" (left-error) deviation and three for "positive" (right-error) deviation. "LEFT" and "RIGHT" are written a shutter that moves to hide the inapplicable drums as the aircraft passes 0KM deviation. Exactly the same applies to the "Flight Path KM" / Distance KM / ПУТЬ КМ display and the "FORWARD" and "AFT" shutters. You can see this kind of mechanism in this video at 13:00 - this is also a Doppler navigation control unit but I don't the guy knows this: Note the "negative"/left/aft drums have the digits in the opposite order: If you're wondering if I am a little bit obsessed with these roller-counters and with Doppler navigation instruments... you're absolutely right! I have a Doppler navigation computer in my living room, to a 1950s design - a generation older when it came to these roller-counter displays but the same general principle - two sets of drums and a shutter: I made a working 3D model and simulation of this Doppler system and computer for X-Plane 10 back in the day. (I should complete that project.) One other facet: I am 90% certain that, if you hold down the "Left", "Right", "Fwd", or "Aft" buttons, the motion should stop automatically on reaching 0 KM, and resume if you press the button again, based on the manuals for similar but older equipment in other aircraft. So, if you reach a waypoint showing 1.2 KM deviation to the right of track, if you press and hold "Left", and move your attention elsewhere, when you look back at the DISS-15 you'll see deviation steady at 0KM. Pressing "Left" again would resume the motion of the digits and show an increasing deviation to the left of track. Benefits of simulating this display: - clearer if you're left/right of track or before/after the waypoint based on a glance at which shutter is visible - indicates to the user how these amazing mechanisms worked - just looks cool I love using the DISS-15, by the way. I've got its controls bound to HOTAS shortcuts, I use it that much. And I really appreciate the correct animation when a digit changes from 9 to 0 and drags the next drum along with it, e.g. when 39 changes to 40. So many sims get this wrong.
    6 points
  7. This is called informed speculation. As development continues, the MT and non-MT codebases diverge, because those are two fundamentally different paradigms, even if ED is attempting to have it both ways. Most new features are developed on the new one by now (confirmed by ED). At some point, they have to switch OB to the new branch, and they can't roll it back, because all other core changes will depend on MT, too. Now, modules in DCS are, well, modules. Those contain separate assets and code, often managed by 3rd parties, although of course ED can break them with their changes to core. However, changes to modules generally do not affect the core, and MT in particular should not affect module-side logic too badly, since it'll all still run on a single thread. Rendering, which is what is being split off is handled on the ED side. Hence, it can't be a change to anything classified as a module. In theory, they perhaps could have released a patch with no core features, just module updates, but I suspect changes were significant enough that module makers had to make adjustments, and backporting updated modules to the old core is unlikely to be feasible. MT is just the most likely reason for such a long delay. Everything else is modularized, and modules are not interdependent. The only thing that can hold up the entire update is the core.
    6 points
  8. Could make various fixes today and also redo the rear wheelhub and tire for which i created a new normal map. Unfortunately i couldnt recreate the original rear wheel hub since ED has 4 screws build into the model whereas the original only has 3... I also made a new normal map for the radiator. Details Details Details! Atm im reorganizing the JG 301 liveries. Staffel 1 - 12, then 4 Stabsstaffeln: Geschwader Stab, and 3 Gruppen Stabs Staffeln. JG3 liveries in the Pipeline, of which ill do a generic IV Gruppe and Stab. The smaller JG´s wont be a real problem since most only had one Group equipped with doras. The real trouble gonna be Jg 26.... so much varieties...I. Group JG301 liveries already weight about a gig... JG 301 has the advantage of the group marking placement and staffel colors not being all over the place. Its different with eg JG 26 and JG 2, where each staffel has a correspondung color of the bort number and color coded group marking.... Gonna think of something.
    6 points
  9. It probably varies based on the CPU, but you are right... 15 or even 20FPS when you're talking in the range of 180+FPS is not much of a penalty. However, I exclusively fly in VR. Even with the X3D and 4090, there are still situations that bring the system to its knees. There is one campaign (Operation Cerberus North) that is an absolute killer for me. Starting on the ground in Syria with a crap load of ground assets on the map is a painful experience. This is a 30 second capture in VR, just sitting cold and dark in the hangar at the beginning of one of the missions. You can see a test I ran with the 7950x before I upgraded for comparison (I never tested with Tacview disabled before the swap). I can assure you the ~15fps in this case makes an enormous difference.
    6 points
  10. @Migratingcoconut What did you really expect from this thread? There is ED - over 30 years of experience on PC gaming market, they lived through the local wars and COVID lockdown - and they continue to grow worldwide, invite more and more 3rd parties to cooperate in creating more and more content, being best of the best in their niche. I find it rather insulting that random internet users frequently come and think ED does not know how to reach new players and try to teach them how to do the marketing or even how to do their business. How's your poll doing btw?
    5 points
  11. They announced plans for it long before that. It's been in closed beta for quite a while (maybe that was Nov) and there has been enough talk recently about how it's working that I don't think it's unreasonable to think there's a good chance it's MT. There aren't many things that would cause a planned stop of patches for over a month that we're expecting other than MT. The F15 was said by its dev recently to be a couple of months out and wouldn't cause a pause in patches.
    5 points
  12. Dude, if you are frustrated imagine what I am feeling. I submitted this campaign with all the missions tested several times and working well. Since the release, each update breaks new things and I cannot keep up with fixing them. I send several fixes for each patch just to learn that new ones have been introduced. This vicious bug circle is completely out of my hands, because no matter how much we as 3rd party devs work to fix things (if we can fix them at all) some others get broken all the time. There. Done ranting.
    5 points
  13. AB-212 / AB-412 / Huey II - look-alike facelift MOD for the UH-1H, plus UH1 Cutters, Winch and Radar Attachments by rato65 UPDATE notes: 05. January 2024 - AB-412 Top texture template AB-412_TopMap_published.psd 25. August 2023 - Nose texture template (all versions) AB-412_NoseMap.zip 23. March 2023 - civil liviery (Gatari) with textured AB-212 turbine cover for download: https://www.dropbox.com/s/zm6lkqk1jmwic5f/AB-212_Gatari.zip?dl=0 - detailed AB-212 turbin cover template texture AB-212_topMap.dds AB-212_topMap.psd 10. March 2023 version: 1.02 - added Huey II variant with payloads - added red nose texture file NOTE: To install update, delete all Mod files from previous releases, including /MissionEditor/UnitPayloads/UH-1H.lua before installation. - corrected UH-1H.lua (missing Huey II cutters_pads configuration, corrected WTS and Powerline loadouts, added cutters to WTS and powerline loadoutsn thanks Neo47) - now included in 1.02, or as separate file here: UH-1H.lua 9. March 2023 version: 1.01 - updated UH-1H.lua for MissionEditor/UnitPayloads with all currently active payloads listed (thanks Neo47) Thanks to EightBall, we now have - a new organization of textures to be used in liveries rather than copying after fixed color scheme - according setup of the sample liveries - all textures saved as dds instead of png 08. March 2023 version: 0.2 - initial release DOWNLOAD: https://www.dropbox.com/s/hfgv036jeow5poz/UH-1H_AB-212_AB-412_Mod v1.02.zip?dl=0 INTRODUCTION: The package contains cutters, a winch, a front radar and pads to mount as loadouts onto the UH-1H. In addition it mounts a new nose and top to make the UH-1 appear like a Huey II, AB-212 or AB-412. Obviuosly, this is just cosmetic and does not provide 4 blades or a new cockpit. So, in the end it is for eye candy and enthusiasm... I made this for myself to gain/improve some skills in 3D modelling, texturing and lua scripting, and because cutters were missing for the civil version of the Huey. Tested with DCS 2.8.0.3. USE AT YOUR OWN RISK! INSTALL: Unzip the package. 1. Copy the content of "tech" into your "Saved Games/DCS/Mods/tech" folder 2. Copy the content of the "/tech/UnitPayloads" into your "Saved Games/DCS/MissionEditor/UnitPayloads" folder. > CAUTION: if you already use attachments for the UH-1H module, make a backup of the "UnitPayloads/Uh-1H.lua" file before you overwrite. I needed to delete it before copying the one in this package, otherwise the game would not recognize. > NOTE: I included EightBalls attachments from https://forum.dcs.world/topic/266028-uh-1h-attachments-mod/ into my "UnitPayloads/Uh-1H.lua" file, so the should be still available after you install this package, if you had used them previously. 3. Copy the example UH-1 liveries into your "Saved Games/DCS/Liveries/UH-1H" folder 4. Use JSGME to install the folder "UH-1H Spec Map Mod" to remove the UH-1H unrealistic shiny effect. USAGE: 1. Loadouts: The Mission Editor Loadout menu offers you to choose from different new payloads attached to Pylon 2 (AB-412, cutters, winch, and radar, pads and their combinations). You cannot change the Pylon, and you need to load the complete payload pack listed. To hide the gun pylons, I strongly recommend to make use of EightBalls "PylonsOff" Livery method: https://forum.dcs.world/topic/266028-uh-1h-attachments-mod/ In ME: - first load the payload - second load EightBalls PylonOff Livery - third load your desired UH-1H Livery 2. Attachment colors (updated): All textures are now in one folder without subfolders, and named after color. They can be chosen by the Livery description.lua you like to use (see below) 3. Liveries: The appearance of the AB-212/AB-412 should be constistent on the complete fuselage. I include 2 real live AB-212/AB-412 liveries which are tuned with spec maps so they match the AB-212/AB-412 attachments relatively well. It was the best I can do, others may have more knowledge to make it even better. See the description.lua how the different colors of the attachments are configured according to the UH-1H livery. 4. JSGME Specular Map value replacement: In order to make the AB-212/AB-412 reflections and metal surfaces look consistent between fuselage and fuselage attachments (see screenshots provided), you need to tweak the games original AB-212.json file. Most of the people have done that long time ago already to remove the unrealistic reflection appearance. I recommend strongly to use JSGME to install the MOD-folder "UH-1H Spec Map Mod" to remove the UH-1H unrealistic shiny effect. With JSGME you can restore the original setting anytime with one click. CREDITS: This mod was inspired through the work from Upuat, EightBall and some chat with Lvergara. I used some snippets of lua-scripts from each of these authors and modified them for this project. The Assets were modelled by me, the AB-212/AB-412 parts were taken from a basic royalty free cad model and modified by me. The example liveries included were published by AWACS_Bandog and tango down565. EightBall proveded some immediate improvement regarding texture organisation and livery configuration. Have fun! cheers, rato65
    4 points
  14. Kenny Loggins and Cheaptrick Queen and Dio goes into the F-16s Iceman and Jester are renamed to Hollywood and Wolfman.
    4 points
  15. Oh that feeling of being so close to winning... is it an addiction
    4 points
  16. Done. Will be included in the update after next one.
    4 points
  17. I know its coming next Wednesday..why you ask? its my first day of rotation again and I get to watch you happy people fly the update for 17 days until Im back home....
    4 points
  18. Interesting benchmarks. I would like to add a few facts, which I hope can help you: Yes, it is true that Tacview flight recorder can take a non-negligible amount of CPU in maps with a lot of dynamic objects. The source of the problem comes from the LoGetWorldObjects() Lua function provided by DCS World. It is very slow to execute, and the only way we have, to retrieve information about the mission objects. It is called two times by Tacview flight recorder, once for most objects (that’s the big hit on FPS), and once for unguided weapons such as bullets, roquets and bombs (this second occurrence if negligeable most of the time). This function accounts for about 98% of the CPU time taken by Tacview flight recorder. The rest is highly optimized and multithreaded C++ code. My hope is that, with the upcoming multithreading re-architecture of DCS, this problem will disappear: ED team will hopefully put slow Lua operations in a thread working in parallel of the main game, therefore even if LoGetWorldObjects() will still take a lot of time to execute, it will not slowdown the rest of the game. Another improvement would be to create a new, more efficient API to export data, but that’s another story… Now, how can you save CPU time then? If you want Tacview to be automatically disabled in some circumstances, you can tell it to record only single player flights and not multiplayer flights for example. You can still replay the track after your VR session to export it as an ACMI file (I know this is not perfect, but this is worth mentioning). If you want to disable Tacview exporter without deinstalling it, go to the “Special/Tacview” setting tab, and uncheck the “Tacview Module Enabled” box. The module will still be running, but it will not call any of the slow DCS export functions, therefore, its impact should be almost zero. Please note that the addon manager “enable” function has no effect on Tacview exporter, I do not know how it is working and how (if this is possible), to support it. That explains why you thought that you had to uninstall Tacview do disable the exporter. This is not necessary, just use the special option for that, *not* the Module Manager. Oh, a last point about processor affinity ( SetProcessAffinityMask() ) this is not a solution. A long time ago, when I was working on the Xbox360, is sister function SetThreadAffinityMask was very useful and an official way of balancing threads. Today, this it not something you want to do. With modern CPUs, the latest versions of Windows will do a far better job (by balancing dynamically the threads on each core) than the programmer would do (think about the new intel CPUs were each P & E core have a different speed!). That, plus the fact that Tacview flight recorder is part of DCS process: SetProcessAffinityMask can only target the whole process without making the distinction between DCS core and Tacview flight recorder. Tacview thread is already running in parallel: The slow down is part and internal to DCS main thread. This very last problem should be (hopefully) solved by the upcoming multithreading re-architecture of DCS world. I hope this command can help you to better understand the issue. I you find anything abnormal, I will happy to help.
    4 points
  19. Friends, the MAD AH-64D campaign can be played in multi-crew mode. Here are some tips. And remember, this is an unofficial add-on that can sometimes cause bugs. Create a multiplayer game and load one of the campaign missions from the root folder of the game: DCS World OpenBeta\Mods\campaigns\MAD AH-64D - the campaign must be purchased by both players - do not choose different helicopters (in checkpoint missions) - pressing the spacebar to check the radio must be performed by the player who started the server - Have a good game!
    4 points
  20. Alright, getting closer. PC is built but its late and I'll leave the DIP (Does it POST) until tomorrow. I'm sure it will be a good days work to tune, install win, install VR software and DCS and setup all peripherals and import/export... not fun but I'll try to get it done enough to replicate the test soon.
    4 points
  21. This is fresh concrete, but I agree that it is still left over from the times of the Soviet Union, so it’s probably worth making them more dirty and old. Will do, thanks for the feedback
    4 points
  22. Well, what's your explanation for missing a patch, then? It must be something that can't simply be pushed back in case of issues in testing. So, it can't be anything related to a module, because no matter what blows up in those, you can just leave the module as it is now, and update it in the next patch. No, this is a major change to the core. One that can't be easily rolled back if it fails to work out. Out of announced features of this nature, MT is the closest one.
    4 points
  23. Our performance high up as it is, is already too high. In fact, we GAIN performance as we gain altitude up to about 8000ft density altitude right now, which is not what is supposed to happen. Anything over 5000ft density altitude sees our huey currently performing over spec. If it were realistic we would have worse performance higher up than we currently do. Also saying "we'll load more stuff into it and be power limited again" Load WHAT into it. We are underperforming by an amount equal to what our useful load should be. Our huey at 6500lbs is currently performing like its at 9500lbs. So if you load our current huey to 9000lbs, it's basically performing like it's at 12000lbs Fix the power issue, and it would then correctly perform like it's at 9000lbs, what else are you going to throw into the helicopter that will add another 3000lbs that would cause it to perform like it previously did. What are you going to load full fuel, all the miniguns, the rocket pods, 2400lbs of troops AND a slingload onto it? You being power limited at that point is YOUR fault. And it's not "getting more power" it's "using the correct amount of power" We are currently using TOO MUCH power, that's the problem. Which INCIDENTALLY, also means we are generating too much torque. If the power usage gets fixed, we will be generating less torque, which will mean an increase in stability. If this gets fixed, the huey will be more stable and shake less, because currently, with our overdraw of power and thus overproduction of torque, we have to jam the pedals to the left to combat the torque which causes axial instability from the tail rotor. Lower the torque, lower the required amount of left pedal, lower the axial instability, lessen the shakes, gyrations, and wobbles.
    4 points
  24. You had a school? Luxury! We only had a picture of a school and we had to swim across a large lake just to look at it.
    4 points
  25. All our reaction precisely. Trust me, you are very thankful for having missed that thread.
    4 points
  26. Some new screenshots from the second phase. - Cairo International Airport - Ben Gurion Airport - places for SAM systems (Egypt) - Ashalim Power Station - Cairo
    4 points
  27. Are there any plans to improve the graphics. This is the first map that new players see \ experience. Also, the F10 map is horrible zooming in and out as well.
    3 points
  28. You skipped right over the core of my list, and that's the "how it works" details. That's the stuff HB needs/wants before they will implement something, for the same reasons things like PTID or "filling in the blanks" of later Tomcats isn't being done. They are not going to copy/paste ED's HMD code and throw some angle restrictions in, they want to know HOW VTAS works from the ground up, its limitations, how it is handled/managed in the cockpit, how it communicates to the AWG-10 and Sidewinder, all that jazz.
    3 points
  29. Folks, things being "optional" isn't the problem here, it's the level of effort to implement in the first place whether you think you want to turn it off and on. VTAS presents a good number of hurdles, many of which I've already run into as a collector, namely being: 1) Preserved examples for scanning/fitting/modeling/weighing 2) Photos of the helmet in use for skins, timeframe of use 3) Photos/diagrams of the complete setup including where all the wires and plugs run, where the IR boxes are and what they look like, processes for starting up/enabling VTAS, actual limitations of use, reticle, troubleshooting.
    3 points
  30. And you didn't even have to fight off wolves and bears!? Pfft! Hope you didn't choke on your silver spoon....
    3 points
  31. I decided not to read through 8 pages of this thread, so just dropping a quick opinion that, most probably, has already been mentioned: There is no need to develop any all-new modules just to get more free options. The two planes available do give a pretty good peek into DCS, plus on top of that anyone who went so far as installing it does have the option to try virtually any module for free for two whole weeks. That is plenty of time to see if you enjoy it, or if it meets your expectations. (Insert rant about 'back in my day we had to buy modules solely on written reviews')
    3 points
  32. Some great entries so far, keep it up and thank you.
    3 points
  33. So here's the results with Tacview Installed and uninstalled, I didn't have much time to do 5 run aggregates so ignore the 0.1% lows being all over the place. It seems Tacview was causing the FPS hit all along. Reshade when it's turned off does not affect FPS. On side note, I just received my 7950X3D and all the parts to upgrade my system today, so I'll be doing the upgrade for the next few days and come back with my 7950X3D numbers.
    3 points
  34. Is it a jump from 60 to 200 FPS on a Ryzen 3800 32GB RAM 1080ti almost everything ultra/extreme in 2D? And we will love it in VR?
    3 points
  35. I would not in any way believe they would delay a patch 7 days and counting for the F15E release, considering all the fixes that come with a patch each month something else has delayed it, the F15E could be inserted into any future patch as its just a module.
    3 points
  36. That gets me every time... you would think it would move into "contact" position when he announces. I did manage several short and then a few minute + successful hookups earlier this evening. I'm finally getting the hang of constant dance required by the HOTAS. Just have to work on staying calm and continue to fly the plane after hookup. Probably just a glitch but, I realized after watching the track file external views that even on the cleanest connect, the boom nozzle will usually "connect" just aft of the actual refuel door opening.
    3 points
  37. 3 points
  38. https://twitter.com/RAZBAM/status/1633206812290760704?s=20 WMmb3IuwqTxet9Vb.mp4
    3 points
  39. Looking really grate! To tell you the truth i was not planing on getting another middle east map, but... I must admit Im on the fence now!
    3 points
  40. If you are going to do the Phantom right, it has to be carrier capable and it needs to be accurate. VTAS is going to be welcomed if added and if you don't want to use it, then don't.
    3 points
  41. Dear all, A little update on DCS: AH-64D development. We understand that some of you are concerned about the lack of new features. No resources have been taken off the AH-64D, and work continues ahead steadily. Much of this work has focused on bug fixes and tunning. Before we add too many new features, it is very important that we first have a solid foundation to build upon. Additionally, a big push on bug fixes and tuning has been required to avoid player confusion and frustration. Some of the larger bug fixes and tuning that have been underway include: Tuning how George calculates target range. Corrected TEDAC video errors. Adjusted HUD only views. Tuning damage model like flying sans-tail. Adjusted gun fire shake. Fix multi-crew ASE sync. Removed HDU glare. Fix some engine start issues. Tuning LMC. Further improvements to the PERF page. Better IR texture maps. Lesson, input, and tool tip improvements. Fixes to the CMWS flare system. Tuning of SAS collective channel issues and altitude/attitude holds. Fix SAS tones and hold behaviors. Tuning yaw offset. Fix PNVS stutter. More accurate weight calculations. Trim tuning. Multi-crew hold modes sync. Fix hold modes disengagement logic. SAS fixes. Better SAS Collective altitude hold. More realistic slip ball behavior. APU not requiring fuel fix. Fixed various warnings and advisories. Fixed standby indicators. Tuning TADS and NVS relationship. This is to name a few. A great deal of work on this front is ongoing. Although bug fixing and tuning has been our priority, we have certainly been working on new features that are not gated by existing bugs. Some of these include: Option to remove the auxiliary fuel tank for more cannon rounds. Adding the AGM-114L radar-guided Hellfire. Adding the Improved Datalink Modem (IDM) and LB Net. Adding the Fire Control Radar (FCR). Adding the Laser Spot Tracker (LST). Adding animated engine nacelle cooling doors. Wipers removing rain drops. Many of these items are rather complex and take time. Please be patient. Kind regards, Wags
    3 points
  42. I did a sneaky update for the Hornet guide (6/02/2023 revision), finally including the mysterious ACLS Case III Recovery. It's a fairly complex procedure, but I tried to simplify it as much as possible compared to the ICLS tutorial. Let's learn how to do a "hands off" landing and how to make a ham sandwich while doing so. Oh, and as a side note, I also realized that some of the advice I was giving in my air-to-air refueling tutorials for the Harrier, JF-17, Hornet, F-14B and Mirage 2000 was incorrect (or, more accurately, it made the player's life more miserable than it needed to be). Hopefully, the notes in the revised documents should be more helpful.
    3 points
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