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EnDSchultz

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Everything posted by EnDSchultz

  1. Close. It seems like the missiles will sometimes track if the enemy uses chaff. Although even then they have a fairly high probability of going stupid anyway. Furthermore, the -F and -MH models will go for enemies who pop chaff; I haven't gotten the -M to track under any circumstances so far.
  2. I know how this feels. Cross your T's and dot your I's, everything's perfect; then when the big reveal to the public happens, things go wrong again anyway! So infuriating. Thanks for all your hard work, guys.
  3. The fix looks good to me, Miguel. Enemy SA2 site didn't stand a chance!
  4. Issue with SEAD is present in the 2.5.5 build just prior as well. That's the one I'm running presently until they can get the ground crew nonsense fixed.
  5. I had to roll back to 2.5.5. Ground crews refused to rearm or refuel because they said they were out of supply, and when spawning on the carrier wouldn't hook up ground power or air because I was "moving". Wing sweep didn't seem to initialize properly when spawning in the air... It seemed I had to cycle manual/auto and hit the CADC reset before it would start functioning. Didn't do any more digging than that because I wasn't in the mood for troubleshooting.
  6. Love the campaign... too bad your wingmen are too happy with the afterburners. First mission out, my whole flight called bingo fuel after one engagement. I immediately sent them back but all three still ran out of fuel and crashed before making the carrier. Fortunately there's no requirement to actually land back at the carrier so the best solution seems to be simply ending the mission once you've shot down the bad guys and the strike package has made its run.
  7. One thing I don't think I've seen mentioned is the "Head moves from G-forces" checkbox. While I imagine VR users would have this turned off, it's worth checking because I believe I've found that this feature increases the amplitude of the shaking significantly.
  8. They also do not take advantage of TWS and will only ever fire one Fox 3 at a time. Sadly I don't think HB have any control at all over AI behavior so this is probably out of their hands
  9. Thanks for looking into it, gentlemen. Now that we've established a pretty good idea what's going on, it should be pretty straightforward for ED to take care of it. Should be...
  10. Gentlemen, Just tested this with the help of Tacview (recordings available on request), running the latest DCS Beta branch as of this posting. Loadout: 2x ET's. Full internal fuel. No external stores. No pylons. Configuration: Flaps DOWN, Gear DOWN, DLC DEPLOYED, Hook DOWN. Then I pitch/power for level flight and ON SPEED in the E-bracket, or 15 units AoA. This corresponds in Tacview to 10 degrees AoA. With an aircraft I've spawned in the air, it stabilizes around 140 KIAS. In Tacview, the Kinetic Energy readout shows ~260. Fuel flow is ~5000pph/engine. With an aircraft I've spawned on the catapult, it stabilizes around 160 KIAS. KE readout in Tacview is ~360. Fuel flow ~7000pph/engine. This discrepancy, subjectively, feels even worse when trying a Case 1-esque approach. Maintaining desired descent rate feels like it takes a lot of extra power when in the groove, and due to the extra speed I'm having to bank excessively which results in substantial sink and destabilization when rolling out on final. I've seen speeds in excess of 170kts in the turn and, again, around 160kts to stay on-speed during final approach. Unraveling this mystery should be a top priority. If carrier launch is affecting the fundamental lift, drag, and/or weight of the aircraft, then this bug might manifest itself all over the flight envelope for any aircraft launched from the deck. Further tweaks to the flight model might be in error if they're predicated on an underlying glitch such as this. Update --------------- Upon further experimentation, it seems this phantom drag or weight compounds with any existing stores. I tried a heavier loadout of full fuel, 2x ET, 6x AIM-54C, 2x AIM-9M (about 96% of MTOW). Level flight in the configuration specified above requires ~155kts for an aircraft spawned in the air, and ~170kts for one spawned from the carrier catapult. So, in essence, it may be a decent approximation to say any aircraft starting its mission from the carrier may be potentially performing the majority of its mission as if it were heavier than MTOW...
  11. The Cat is the first and only module I own for DCS, but by looking at reviews and videos of other modules, I think the F-14 truly represents the golden standard. While others will often go into early access with even core features and functionality completely missing, Heatblur delivered a feature-complete and largely bug-free product straight out of the gate. Nice job, guys.
  12. Not a SME exactly, but I do fly and instruct in real aircraft (just light GA, nothing big or impressive). My impression - with no experience with any other DCS modules - is that the F-14 feels very authentic; a real pilot's airplane. Airframe-specific quirks aside, it feels and handles exactly as I'd expect of an analog aircraft. For what little it's worth, I think Heatblur have done an exceptional job on the FM. I'm honestly hesitant to put down money for any other DCS modules because I fear they will feel like toys by comparison!
  13. I don't know if you're still having this problem, but I struggled with it a lot. Yes, you have to install it with ModMan, but make sure you have completely uninstalled FC2, deleted its folder, and reinstalled it. Otherwise the files you originally replaced may not get deleted, or the installer won't replace them with the original files. I had to do a complete wipe of all traces of FC2, then reinstall it, and using ModMan it's now working splendidly for me. Cheers, and good luck!
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