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WarthogOsl

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  1. To be honest, I don't touch the rudder at all for AAR (trim or otherwise). I know it was a thing in real life to use rudder rather than ailerons during AAR, but it does not seem to be needed for DCS. I've not noticed anything really different when hooked up while turning.
  2. I would say that the Sparrows get chaffed about 50% of the time for me (this is from checking in TacView). They guide just fine...until they suddenly don't. I've just come to accept it.
  3. I've not noticed anything, but that doesn't mean they haven't tightened up the edge cases. Are you landing in the proper configuration, with the speed brake out and dlc deployed, as well as on-speed (or even close to on-speed) AOA? I see many people on servers landing way too fast. Also make sure you below max trap weight. Quick and easy calculation is to take 10,000 pounds of fuel, and subtract the weight of any stores you are still carrying from that. That number will be the max amount of fuel you can have onboard and still land. If you've got more than that, hit the dump switch.
  4. Of all the things that would need replacing, I'd guess that the wing box would be amongst the last. There've been cases where F-14's crashed and the wing box was found buried in the ground, pretty much undamaged.
  5. My recollection is that if you have flat shadows selected, it makes the green glare much worse if the sun is in the wrong spot. Turning the HUD all the way down, or even off, does not remove the glare. Try a different shadows setting.
  6. No, you can jump back and forth at will. He's saying that WHILE you are in the back seat, don't expect your front seat binds to work, and vice versa.
  7. I'm not sure what the distinction is between flashing and blinking ...but definitely with dlss patch, the numbers don't so much blink as they do smoothly fading on a off, making it less noticeable.
  8. I was just using the AP in the F-14A, and it worked fine for me (though I don't have an FFB stick). One thing to keep in mind with altitude hold is that you should not engage it if you are above around Mach .9, as it tends to get confused. Also, if I have AP engaged, but I'm not using alt hold, I tend to set the pitch by moving the stick forward or aft and then letting go when I reach the desired angle...I do not use the pitch trim.
  9. Tried it again tonight...the Jester menu continues to stay stuck on the screen if it's brought up during an external view. MT version with VR.
  10. Saw the tape yesterday, fwiw.
  11. Tried it out last night, in VR. I'm still having the issue where, if the Jester circle appears, it stays stuck there, no matter what view you use.
  12. A quick and dirty way to calculate your max trap weight fuel is to take 10,000 pounds of fuel and then subtract the weight of your remaining stores from that.
  13. Yeah, I don't see how that would work either. Plus the weapons system can only account for 8 missile stations, afaik.
  14. Neither A nor C Phoenix can guide on a P-STT lock, only PD-STT. In P-STT they will point their radars in the direction of the lock before launch, but on launch, will be immediately active the whole flight. It should really only be used as a WVR mode, because the missile is going to have to find and lock the target with its own radar as soon as its launched. Treat it like a giant Fox 2 (with all the danger that implies to nearby friendlies as well).
  15. With the A fired in PD-STT mode, yes, it's a big Sparrow. The C can go active automatically if the F-14 loses the PD-STT lock (though I've heard this is not accurate to real life).
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