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timdickson

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  1. On thinking about it (which I try very hard not to do... thinking that is) the reason why Korean era Jet warfare (in the form of DCS and Mig Alley) holds the same great attraction as "67" era Grand Prix (in the form of Grand Prix Legends) is that they represent a high point in the convergence of interest and technology. Afterwards the technology continued to rise and the interest started to wane; primarily due to the dominance of aerodynamics in racing car design and UAV's (aka AIM9, 7, 120) in aerial combat....IMHO..... Cheers Tim
  2. Apologises..."Squiffy" and DEFINATELY NOT..."Squigy". In the modern vernacular...."my bad". I am happy to turn a blind eye to the over-reaching communist conspiracy and just be happy with a return of (in western eyes) the second greatest aerial face-off after the Spitifire /Me109. A fact not lost on software developer Rowan and its' two classic air combat simulations, Battle of Britain and Mig Alley. Cheers Tim
  3. Thanks for your reply. I am trying the "F86_Mods_gun_heat_elevation_APIT" mod with the fixed 100mil reticule as per "squigy". I might retry the radar gunsight again with the new ballistics as per your advice. Having eventually sorted out an appropriate (for me, my eyes, my monitor) dot label I can now see targets with enough warning / difficulty to manoeuvre on them.(Thanks to the Airgoons Site for its' detailed explanation of the labels.lua ) I can now appreciate just how bad I am at air to air gunnery in early jet era combat. It is slightly weird that developers go to such great lengths to provide us with incredible environments and detailed aircraft but slip up providing us with the ability to see and shot down enemy aircraft IN A COMBAT SIMULATOR !! It would be like spending years constructing a detailed model of a historic World War 2 fighter bomber and then failing to get the bomb ballistics correct. Cheers Tim
  4. Hi folks, Just getting into the F86, my prefered combination of (relatively) simple to get into but hard to master. Reading back through the forum I understand there has been some debate about M3 ballistic modelling and A4 sight modelling. I also understand there have been a number of significant uodates to the game in the last 18 months or so. In order to get a reasonably realistic approximation circa 2021: Is it still advised to alter the M3 .LUA files , muzzle velocity, dispersion, heating ? Is it still advised to ignore the A4 sight and stick with fixed reticle and "cerebral" lead pursuit ? How do you setup your seat height / forward view ? I find the sight takes up the lower half to lower third of the forward view and if the target is straight ahead I can barely see half the pipper. Many thanks for any advice, Tim
  5. I suspect that ONE of the reasons it is so popular is because it's not an FF module. Like others I have minor problems with instrumentation brightness, notably the HUD being too dim even after adjustment, which have disproportionate gameplay effects. I've learnt to look down to the analogue gauges for speed and angels because the HUD is frequently unreadable against the background. I suspect, but don't know, that this would be an easy fix for a coder. Non FF modules, FUNCORE not hardcore, with quality flight models and representative but easy to use systems are just what I appreciate in that 30 minute work/domestic downtime. Plus a great introduction to the genre for new wallets. Here's hoping the module gets a little developer love........Tim
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