Jump to content

Avimimus

Members
  • Posts

    1459
  • Joined

  • Last visited

Everything posted by Avimimus

  1. It is one of those things - past American developers have largely ignored Commonwealth contributions to the war effort. In reality, about half of the bombs dropped in strategic bombing were delivered by the Commonwealth (and a bit over half the casualties). Do you think the developers should strive for... 1) An equality between British and American aircraft variants 2) Including variants in proportion to their numerical presence during that period 3) Maximizing the quality with which the U.S. forces are modelled. or 4) I don't care - just give me some planes
  2. Yes - that is true. I posted these partly out of simple interest. I was surprised by the AGS-17! It'd be neat to have the S-24 of course - I wonder if a modder would like to do that? I once added them for the Ka-50 and they worked.
  3. Sort-of a bug. The Control+F1 view was designed for jets pulling high gee turns. As a result, any backward motion on the stick causes the view to swing upward (staring at the ceiling!). It would probably be good to reverse the view acceleration (i.e. so that it tends to look down more with negative gees and less with positive). It'd work much better in a helo.
  4. I'd like to fire all four of my AP-30 gunpods. However, if I load four - I can only fire two at once (and two won't fire at all). What am I doing wrong? Also - Does anyone know if the elevation of the barrel can be adjusted by ground crews? It'd be great to have one that doesn't fire in such a high arc.
  5. What do you listen to while flying this bird?
  6. I hope it helps - just remember that you aren't in the smooth straight flight of a Su-25, and you don't have the ballistics computer & laser-ranging of a Ka-50... the only ballistics computer you have is in your head. It has to be instinctive, intuitive and take into account vertical and horizontal movement (as well as aiming).
  7. 1) Avoid sideslip 2) Avoid touching the collective while firing 3) Fire off one rocket to help with ranging/wind/sideslip correction 4) Don't fight to control the nose - gradually lead it over the target 5) Once the nose is stabilised over the target, fire off several rockets (it will take several to guarantee a hit) 6) Don't overthink it and use your intution Remember that any motion of the helicopter gets transferred to the rocket (even sideways or vertical motions will impart sideways or vertical momentum to the rocket - throwing it in that direction)
  8. The combined rate of fire of the two gunpods is 24000 rounds per minute... You realise that a three second burst has introduced 1200 new bullets into the ballistics calculation? So, I'd recommend keeping the bursts short - each second on the trigger unleashes another 400 rounds to assault your CPU/GPU That said - any optimisation (e.g. only assigning SFX to a fraction of the bullets in the belt) would be useful for those with lower end rigs.
  9. Whoa - so five gun positions (nose, two window positions, side door, and rear door)?
  10. Whoa - this is different. Having a handful of S-8 rockets rattling around in your crew compartment - and then having to land and wait while they are slid into the tubes is not unlimited ammo. +1 on the idea. I wonder if a mission designer could script this as special kind of FARP.
  11. Hello, I tend to fiddle with the knobs during training missions. I've encountered the following issue: If I practice changing settings on a knob that I'm not supposed to change - then the training mission doesn't continue when I hit 'space'. I also had the training mission text fail to switch after making my first pass with the GUV pods (prior to switching machine guns or switching to grenade launchers).
  12. Why would you hit a switch labelled like that??!!!
  13. Hi, Okay, so I'm flying the Mi-8 as a raider. I get told that there are some advanced recon elements near by for me to pick off. So I dart in and take out two Humvees... They hit me with about 20 .50 caliber rounds... So, I continue - do a rocket run on some Paladin's behind the lines and then stumble into a tank platoon. Here I take some more 12.7mm rounds - but I also take over a dozen 20mm rounds from a Vulcan. I lose weapon control, one of my rotors is noticeably shorter and I eventually end up having to autorotate. However, I do make it back to my own lines. So my question: Is it realistic? Can the Mi-8 survive a burst from a Vulcan? Or even multiple hits from a Browning?
  14. Arguable the most enjoyable module released to date! Rivals the Su-25T for the claim to being my 'favorite'!
  15. Here is an interesting question: Are UV-16 pods still carried by modern Mi-8s? I expect that many export examples will end up with legacy pods like these. They are certainly still seeing use in Poland.
  16. Well - I've seen tables for the infantry and vehicle versions. Just look up AGS-17 and AGS-30... might do the trick.
  17. Nice to see the door gunners! I hope we'll sometime see them in the Mi-24... The GUV pods should be interesting (first time in a sim??) and the unguided bombs should be fun.
  18. ...and the cockpits. So ...what is it we're not getting exactly?
  19. So... if we own FC3 we don't need to pick these up?
  20. Is there any chance of getting a version with a flyable Mig-27 and Su-17? They both have simple avionics (can use Su-25T cockpit) - although the Su-17 requires an FM fix for high AoA flight (can be a bit akward).
  21. Yes, I remember reading a story of one that accidentally took off with twice the listed maximum payload... :)
  22. What about door/window gunners? Any word on these? There should be at least two lateral 7.62mm stations if I recall (and possibly a heavy machine gun firing through the main door).
  23. I'd personally like to see a game on the DCS engine that was in line with Eurofighter 2000 and Total Air War - i.e. tried to be realistic while making up some of the avionics so as to model state of the art prototypes. It'd be great fun to try out a Mig 1.42...
×
×
  • Create New...