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Photon

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Posts posted by Photon

  1. Does anyone know of, or know how to implement a no fuel-leak mod for the F16?

    As it stands now, me and my friend(s) who like to fly random multiplayer missions, are quite tired of every tiny fuselage damage to the viper resulting in thousands of pounds of fuel gushing out in about a minute or so.

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  2. Can we please please do a temporary fix to the F16 fuel leak issue? 

    Right now, the logic seems to be very very basic, something like: IF fuselage damage (from even some guy with small caliber weapons hitting you pretty much anywhere) THEN leak all fuel out of all fuel tanks rapidly.

    Doing any kind of strafing runs, low altitude bombing or whatnot is a bit boring when even the tiniest bullet impact means your aircraft will now be out of fuel in a minute or so...

    If you can't fix it in short time, can't you just remove fuel leak from the game until you can.

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  3. 14 minutes ago, Furiz said:

    They do burn fuel in real life cause they don't want to land heavy on some short runways, so its not rly immersion killer (dropping tanks is tho), I burn fuel every time I need to rearm and refuel for immersion and it consumes few minutes of your time.

    Burning jet fuel when your landing weight is perfectly fine is though

  4. 5 hours ago, Furiz said:

    You can open AAR doors prior to rearming and refueling on the ground to depressurize the tanks, they will start filling, but as internal tanks are filling up as well the filling process will stop when internals are full so it may leave your external tanks not filled up,

    so the less fuel in internals you have the more it will fill external tanks, I tend to burn my fuel till 3000 is left total so externals will fill up to full when I rearm my jet.

    Yea. That's a nice work-around that will work in some cases. However, if you have burned mostly your external fuel, and land with a lot of internal, I guess it will not fill up the externals even one bit.

    So then you're left with two un-natural scenarios

    1. Burn a lot of extra fuel to give yourself less internal fuel

    2. Jettison the external tanks

     

    Neither is a good option immersion wise, but it is what it is. I guess I will keep jettisoning all my external tanks over random villages

    • Like 1
  5. Since this seems to be a thing both for the Apache and the Tomcat (of the modules that I've flown personally), I'm guessing this "issue" is stemming from something deeper in the code, than something you can fix in the module itself.

    Either way:

    I can't count how many times me, and people I fly with, have wanted to adjust our control bindings, and then figuring out some seconds/minutes later, that we are actually binding controls for the wrong seat. 

    This is of course mostly a problem when you are either the CPG in the AH64, or RIO in the F14 (probably also other modules I have not flown).

    Would it be possible at all, to make the "adjust controls" options, actually automatically jump to the control bindings of the seat you are currently occupying? So you don't have to change from pilot to cpg/backseat every time you want to adjust controls.

    • Like 4
  6. Yea indeed. I don't think me, nor anyone else, wants the RWR to be a very basically programmed "if locked on, then spike warning" kind of instrument. 

    As mentioned before, it is especially prevalent in big multiplayer missions, where you have friendly and enemy AI fighters etc, that fight each other.

    You can then be sitting on the tarmac in Dubai, while some AI jets fight each other out in the gulf, with no radar beams even remotely close to your position. It just makes me turn off the RWR a lot, to stop the fake spike warnings, but of course, I will often forget to turn it back on. Which leads to other problems :P.

    And as also mentioned, it's a problem with mud spikes as well. It just seems like the logic is almost on the level of "if your plane is inside the emitters regular azimuth limits, you will get spiked if he locks on someone tens of degrees off". 

    • Like 1
  7. Have to agree with the sentiment that a lot of others are voicing here.

    DCS is awesome if you only consider your own aircraft. Awesome models, physics, etc etc.

    Me and my RL friend - who I lured into DCS- have been having fun learning to fly the AH64 together. Now that it feels like we have learned enough that we can employ all the weapon systems etc, the simulation of the rest of the world is what's letting us down. 
    As an example. You join a MP server with a persistent mission. Get a mission to kill x targets in a town. You find them, and start picking them off. No taking cover, no defensive actions, maybe some limited movement, but nothing that would constitute "intelligence". More like cows for the slaughter. 

    So I agree with a lot of the other here. I really wish the simulation of the outside world, especially the AI, would be improved with the actual I part in AI. 

    • Like 1
  8. Any news on this?

    Maybe I'm just weird, but this is still one of the most annoying bugs in DCS for my part.

    You fly around in, say the Viper, and you get spiked all the time. However, when you check your datalink, you can see that the engagement is happening somewhere far away, and the hostile aircraft is not even pointing their radar in your direction.

    Really hope this can be fixed someday, as I'm so tired of getting the "boy that cried wolf syndrome" from my RWR. After flying around and getting false spiked for a big majority of the mission, you kind of start to tune it out. Then it's suddenly "real" and you don't react in time

  9. Same here.

    Instant action mission, on the range:

    - Deadzone on axis, no active input

    - George AI keeping the Apache in a perfect hover

    - Putting TADS on target

    - Motion compensator etc is not on

    - Aircraft is not moving, translating or turning

    Result: TADS is continuously drifting to the right

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