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Stearmandriver

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Everything posted by Stearmandriver

  1. This is the same thing the burble would do back when it was first introduced. It's behavior that doesn't make any sense. Thankfully, some folks quickly realized that the burble was tied to wake turbulence being on, so you can get rid of this by simply deselecting wake turbulence in the mission editor. Considering wake turbulence doesn't work realistically either, there really is no reason to have it on.
  2. Sometimes it could be. But there are things the Hornet undeniably is better than the viper at, like high alpha nose pointing (and it sounds like it's about to get even better at that.). You could say the pilot won the fight by knowing his platform's strengths, but in the end it's still the plane's capabilities that win the fight. The viper is very definitely not "waaay better in every aspect" of air to air.
  3. Obviously this is all personal preference... But I'll point out that I routinely splash vipers in the 1 v 1 dogfight servers with my hornet. The 16 is definitely not superior at AA in "every aspect", or this would not be happening. All you gotta do is get a 16 scissoring and the fight is over.
  4. The burble won't push you left, it'll just give you updrafts or downdrafts. I haven't tried it in a while, but unless it's been improved since it was originally introduced, it's a ridiculous effect. Worth turning off wake turbulence in your missions to disable it (considering wake turbulence was always modeled unrealistically in DCS anyway, there's no real reason to have it on.) Note that you will appear to be continuously moving to the left on final though, because the landing area is actually moving to the right due to the ship's forward motion. So you'll be either crabbing, or continuously correcting, to the right for lineup.
  5. Yep, I got a response from "Rough Rider Marshall" last night. Nice touch.
  6. This is a serious bug that breaks the only usable campaign engine for DCS. Without Liberation, the entire game becomes just a series of one-off missions created in the ME. For many of us, there's not much to do in DCS without the campaign engine... sure hope this is a very high-priority fix!
  7. In IL-2 gunners can jump in and out at will, mid-flight. Just find a bomber nearing a target area with an open gun slot, and in you jump.
  8. I definitely saw a large difference in bubble behavior when I disabled wake turbulence. It basically went back to how it was before they added the burble. It'll be nice to have a realistic burble in the Hornet and be able to turn wake back on, but the way things stand now with the messed-up burble combined with the nose-suck bug in the Hornet flight model, wake is staying off for me!
  9. I'm wondering at this point which gets released first: the Intruder or the Corsair. Two of my favorite aircraft of all time. C'mon guys! (Said not in a demanding, but supportive and rallying, fist-pumping tone .)
  10. Oh, it is terribly modeled, believe me. A loaded Spitfire wing can't produce anywhere near as much wake as a 135 wing under 1g in reality. I've experienced wake in many types of aircraft, from many types of aircraft, in many flight conditions, over many years in reality (I'm an airline pilot by trade as well as a civilian aerobatic guy). DCS wake turbulence feels and behaves basically nothing like real world wake. It's truly ridiculous. (And now it needs to be turned off anyway or you get the crazy pitch up moment in what is supposed to be the burble at the ramp.) Speaking generally, the best thing DCS has going for it is some truly great flight modeling. The wake was always a minor point of annoyance, but just minor. The messed up burble is more annoying. I sure hope they sort it out in the Hornet FM review soon!
  11. This is exactly what the burble looks like for me. The downdraft is one thing, but the massive nose-up (into a high AoA warning tone) and subsequent unstable "wobble" doesn't make much sense. I'll have to try with wake turb off.
  12. Definitely saw some problems testing in multiplayer last night. Seems related to the comms issues you can see in MP, since ACLS is so dependent on the comms tree right now. We were never able to achieve a condition where 2 players each pushed on time, and both had ACLS guidance in the form of Mode 1 annunciated on the DDI, and a tadpole. It always occurred that one of us got the guidance and not the other (and it wasn't always whoever was first.) ... and then there's the pitch-down in the wires. I'm curious; has anyone had a successful coupled Mode 1 approach to an arrested landing, truly hands-off? In all our testing, every time one of us managed a coupled approach, it ended in a bolter even though the approach put us right in the wires... because the erroneous pitch-down in ground effect meant a flat touchdown. The only way we found to make this work was some stick-back input to counter the pitch down (normally on a handflown approach you'll add power in response to this and that counters it enough to result in a hook up, but that doesn't seem to happen automatically on a coupled ACLS.)
  13. This has been much better since the last track. I actually don't remember having an issue with my wingman since the latest patch, but occasionally other AI have gotten stuck. It's worth noting that this was specifically a multiplayer bug (like AI wingmen refusing to refuel when instructed) and so you have to ensure you're playing the track back on a multiplayer server to see the issue - it won't exist if you play the track back in singleplayer.
  14. Probably. My guess is that all these issues with both player and AI aircraft getting stuck on the cat in multiplayer are related. (My subjective take is that it seems improved but not fixed after the last update... I've still seen AI logjams at the cats shutting the boat down.) Unfortunately, the same cycle seems to play out: 1. Users report the bug. 2. A community mod states that a track is required. 3. Tracks are provided. 4. Community mod states that they cannot reproduce the bug, and cannot view multiplayer tracks. But that's where the problems occur... ... so the vibe from ED right now seems to be that this is simply unfixable, because their own recording tools are unable to record bugs in multiplayer for later analysis. Or perhaps it would just take more resources than they care to devote to it. Either way, the final step: 5. Problem goes back to being ignored by ED and cursed by the rest of us, until a new report is made on the forum. Then GOTO 1.
  15. Entirely normal to end up left of course if you're not correcting for it. The carrier is moving, and because the landing area of the deck is angled, the runway is always moving to your right. You need to either establish the correct crab for this, or make continuous corrections to the right. Both needles get more sensitive as you get closer, so you've gotta be very gentle with your corrections as you get closer. Couple degrees of heading, and very gentle power adjustments for glideslope.
  16. Prior to the latest patch, AI Hornets in a multiplayer mission would often fail to be recognized and launched by the cat crew, leaving them to block the cat and/or (on waist cats) foul the deck for the entire mission. It's been an issue for well over a year. Cautiously optimistic it's been fixed or at least dramatically improved by this latest patch though...
  17. Yep, could be, I see that. Great. Oh well, glad it's not just me....
  18. Same way. You'll have to view your track file and then press LAlt + F9 to go to LSO view. You can see the PLAT cam there. The problem is that things often get de-syncyed in track replays, and it's an exaggerated problem here because both the carrier and the aircraft are moving. The reality is, you can watch the same track file 3 different times and see three different passes... and maybe none of them resemble your original pass ;).
  19. Just wondering if anyone else is seeing this or if it's on my end. The last few missions I've flown (so I guess on today's Open Beta and the previous one), I have a fast, short-period bouncing or vibrating in my view while I'm on deck. It's noticeable while taxiing to a cat. Gone once airborne. Anyone else seeing this?
  20. Thanks... although after some testing tonight, from what I'm seeing this bug might be fixed (at least as it involved Hornets.) Pure AI flights, and AI wingman of a client lead, all got off the boat reliably every time, no matter how I tried to confuse them haha. So, looking promising... thanks!
  21. @Flappie My track contains 4 aircraft: an S-3B that starts airborne, and a flight of 3 hornets with one client slot on the boat. Did you play my track file on a dedicated multiplayer server?
  22. All I want: this, and the ability to actually get aircraft off the deck in some sort of reliable manner. And yet multiple bug reports with dirt simple tracks of the launch bugs are being ignored... https://images.app.goo.gl/dcxM5Sg85QLFzGTa7
  23. We... sim for different reasons.
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