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Joif

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  1. Taking on-board the RWR knowledge people have shared I had a much smoother run last night, managed intercept 3 contacts using an outbound radial from Home-base to keep me on track to their last known location until I was confident enough to go low level and start scanning and using RWR to fine tune... it wasn't quite a repeat of the same scenario as I had no friendlies to worry about but my IFF was working OK had there been so must have missed that switch on my start up on the first run. Seems like flying drunk will keep you rolling enough to help you figure out where RWR pings are coming from in this bird, good to know I can drink some of the alcohol cooling as an emergency in-case I sober up mid flight.
  2. Did not know that.. really useful thanks.. Guess I need go over the manual for the RWR it didn't seem to get covered in the training missions. Can the types of threat be differentiated?
  3. I think I may have been spoilt slightly by ease of modern avionic's when it comes to building SA, I was in a free flight server recently I found it very difficult to maintain SA when there's a good mixture of a friendly/enemy contacts to sift through as the IFF didn't seem to be working, this jet seems very reliant on being directed by GC/AWACS which is understandable for an interceptor but for whatever reason the server AWACS wasn't responding (most likely my incorrect radio use) which meant my SA deteriorated pretty quickly when looking for hostiles. I eventually picked up and killed my target but only after it went WVR so it took several minutes longer than it should have, had it have been another player I would have been toast :blush:. The RWR doesn't seem to be of much help in a busy war zone as often threat lights are lit up in many directions friendly and foe unless there's some sort of hand off function I've missed? Ideally being on TS with fellow pilots would have helped build better SA but with the drop in drop out nature of the DCS Multiplayer servers I don't always have time to prepare that level of co-ordination. Anyway's this is my new favourite DCS Jet despite its flaws from that era I think it adds to the appeal and makes a new challenge so thank you Leatherneck for this awesome module, can't wait get some more hours in practicing A-A and building SA.. if I can accomplish it in this then I might have to handicap myself in modern jets :thumbup: :joystick:
  4. first off... fantastic mod... thanks for all the hard work... adding Bombers is really kool... First off I am not the creator of this mod but I thought I would add what I can. You need to bare in mind that Eagle Dynamics never thought these planes will have been flown by anything but the AI which answers most of your questions I have some questions about the mod. 1. how does the Harrier do vertical take off and landing? what is the command for nozzle direction? There is no key for nozzle direction, as above you were never meant to be able fly the harrier, it would take alot of work to adjust the flight model for VTOL which would probably create unpredictable results at low speed. Just try and enjoy it for the aircraft it is. 2. how does the F-18 use it's ground weapons? Unguided bombs and rockets work fine by activating A2G mode via 7 Key, again please remember these planes werent designed to be flown by you so most guided munitions wont work and dont have the cockpit features to allow this. 3. why does the C-130 not have any guns or bombs? Because its a C-130 transport model. 4. is there any plan to use the B-1 flight dynamics for the TU-160? Not used the TU-160 so I have no idea what the problem is with the original, You can adjust your joystick curvature and saturation to have the effect of the flight model you would expect 7. how do the AGM 150s work in the B-1 Same as above point regarding guided munitions 8. is there a readme.txt some where with the new buttons that are added for individual planes in EFA 2.0? I dont think there are any totally "new" keys, all commands use the same keys as the original aircraft 9. what is the method of introducing a new cockpit to the game? could I be of any help on that front? modeling, working into the wee hours reading posts on how to make it work? I've read on here that its currently hardcoded so you cant insert new cockpits, we'll just have to sit tight till ED can help someone out with this if they decide they will. requests 1. Nukes for B1 and B-52 - Why? 2. MOAB ordnance for C-130 3. Paratroopers to drop over battlefield. - Wont be possible 4. Rocket Assisted Take off for C-130 This isnt to say that some of the above things wont be input at some point, but its just my understanding of the current build.
  5. Yes its FC2, well ofcourse it looks slow your effectively going 50+ knots before you set off. The only way to take off without using the full carrier I have found is as shown in the video, Carrier at full speed into a headwind. There can be as many carriers as you want if you make your own mission
  6. Where there's a will... there's a way... either that or a high speed carrier... I imagine it will work for EFA mod aswell
  7. Thats largely what I have been doing, most aircraft with a decent payload I have tried will get enough speed for carrier take off (harrier epic fails) aslong as you use the whole carrier. Just abit of a PIA taxi'ing to the correct spot if you need to launch immediately, I'll be interested to see where you get on that other thread though ;) Good luck
  8. Thats not the issue here, Rockets in the Lomac SU-33 Quickstart used to kill fairly easily
  9. Hi guys, I'm running a EFA mod server which is just to mess around attacking a few cargo ships. Only thing is they appear to not be solid objects, Rockets and bullets just "splash effect" instead of physically hitting the target and as far as i am aware are doing no damage, I can however take out the ships with guided missiles or bombs which is probably destroying them off the splash damage rather than impact damage. Is this a bug or have a set up something wrong in the editor? not a major error but would be nice to appreciate some rocket fun in my F-18 :pilotfly:
  10. Thanks for the response, I dont think Ive managed get launch guided bombs with an A-10 pit yet but that could be down to my poor mission editing skills. May be abit of a noob question is there any plans to implement carrier launch? AI planes have no trouble using the catapult :D
  11. This mod is awesome!! Im currently creating custom missions to play online so was wondering if there is a list of the currently working weapons for each aircraft and any procedures you need to go through to get them working? and whats the future plans for weapon compatibility? I would love to use some of the missiles and guided munitions not currently working especially for the Tornado + Harrier even if its off a laser designator rather than radar. B-52 armed to the testis is also great fun if you get a good line of targets, seems the flight model is too agile for its size (managed to loop on full realism). Many thanks to the developer(s) I'll be keeping an eye on this for future updates :)
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