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TobiasA

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Everything posted by TobiasA

  1. Dang, why can't the Apache have a bubble canopy and the ease-of-use as the Viper..? The Apache is complicated af, but awesome. To be honest, you see that it is the same manufacturer as the hornet. Tons of menus, lots of stuff to adjust and modes and submodes and... oh boy. But... You need all that stuff when working together with ground troops. It is necessary for the CAS role. That's why most attack helicopters are two-seaters. The Viper was designed as a light weight fighter, became a fighter-bomber and then multirole but kept its simplicity. The Apache was designed for the CAS role, and for surviving in that dangerous environment- and for working together with JTAC, infantry, and even airplanes. It is a two-seater for a good reason. I can't help myself but I need to admire the genius design of the F-16. It keeps the workload off the pilot, simple workflows. Point at it, pickle, kill it.
  2. When you go strafe, your SPI will be the impact point of the bullets and the TGP will be slaved on it. You need to go back to other modes. I don't think there is any other possibility. The radar is used for ranging in that case AFAIK. I think NWS / missile step will allow you to toggle between modes in most cases.
  3. Google HAF F-16 supplement manual. It has drag indexes and EM charts for the 229 and 129 engine, but it is not allowed to post links to the manual here. It also has max AB accelerations. There are plenty of sources, just google a bit. It ain't classified afaik. The readings I got are quite accurate. Also, the landings speeds are now according to the manual. That and the now matching turn rates (didn't test that part really, but there were plenty of tests and tacview and stuff) do indicate that we do have a flight model that is probably as real as it gets in a simulated environment. The one thing I didn't check yet is fuel flow, but... I mean I can literally use that chart in DCS and it'll be ON POINT. Like exactly. You don't even need DCS charts, just use that from the real thing. Even the mach numbers for a given drag index seem to fit. Feel free to test everyone.
  4. Logs won't help much, I fear... But here they are.DCS-SRS-InGameRadio.log dcs.log DCS-SRS-GameGUI.log And the dxdiag. DxDiag.txt
  5. Are you in a hover? Update: You are awesome man. When your hover is alright, George is actually hitting something!
  6. I can't save a track because DCS freezes. But here are the exact steps to reproduce it 100% (at least on my system): 1. Enter the mission I attached to this post 2. Bring up the george interface 3. Select the rocket interface 4. Press George left long (no function behind it, pressed it by accident) 5. Freeze If you can tell me how to save a track with a DCS freeze, I am more than willing to help. Dear community: If someone could test if it happens on their system as well that would help as well. AH64D_George.miz This is the condition when it freezes:
  7. Not at all. I have the Huey and the Ka-50. - The Huey is still fun to fly, but I never took it to combat missions anyway. Flying airlift or supply, or just a nice trip around the field in it is really nice. - The Ka-50 is mature, everything works, it is an awesome machine even though the lack of a CMWS really hurts. You don't need a George, it's just you, the machine, tons of missiles and a main rotor that is completely torque-free yet fragile as a Huey. But that's the only fragile thing in it, it can take a lot of damage and still come home. I will probably fly the Apache a lot besides of the Viper that I have flown for decades in various sims. But that doesn't mean that I would regret buying other helicopters. They are all fun.
  8. Ah, that makes sense. Beware of the considerably higher drag though, so be sure to retract those as soon as possible.
  9. You can trim to zero. Check the special options. I have a curve of 8 on a warthog in both pitch and roll. Two things that even gave me a rage quit on the first evening: - Figure out how the trim works. I went for the default trim option which requires you to recenter the stick and rudder after releasing the trim. IF you go for the second option, be sure to recenter stick and rudder as soon as you trim or you might mess up trim so bad that the chopper goes full deflection to any given direction. - Don't go wild on the collective. If you are smooth on the collective, it won't require so much rudder input. With great power comes great responsibility. This is IMO the most powerful helicopter in DCS so if you add power, do it smooth.
  10. The flaps are automatic..?
  11. I can't save the track because DCS freezes and never comes back ("not responding"). Any chance to save something in that case?
  12. Hi Bignewy, when you go into F4 or F2 view, you see the right wheel skidding when you press the left foot brake which moves the left pedal and go forward on the cyclic. I can reproduce that.
  13. Had a freeze (two times now) when the george interface is open as a pilot, rockets are selected and you do a george left long. Has no function there, but I used it and the client froze. Any logs I can supply..?
  14. And I can land in Haifa. Half fuel, and it goes quite easily while with the old flight model you did hit the fence at the end with 60kts at least.
  15. Having tested the new Viper, I must say that GS is right. It didn't change a lot in the numbers, but those changes absolute rock. I can go nose up at 180kts now, have 30% less landing distance, about 8% less speed on touchdown, and boy that pitch and roll authority. It's not a hornet, but it rocks. The overall handling has certainly improved, the low speed handling is as awesome as physics allow it.
  16. Each one of these two circle fights would have killed him in a fight involving heaters. What I saw after the video is a consiberably lower AOA compared to what we have now at the same speed, same weight in the general area below 250kts and that's where it is most noticable. And where the current Viper falls short. It'll rock for sure, and more closely match publically available data.
  17. Keep in mind that the autostart option misses some points like the RWR...
  18. I would like to say the same, yet I find the carrier ops so complicated that it is the reason why I fly both my hornet and the tomcat so little. I can trap, refuel and all that, but a whole different set of comms and procedures make it really hard to get into carrier ops.
  19. That is true. However, you also need to keep in mind that there has been a hardcore F-16 group out there for more than a decade, and whenever you meet those guys it means that he knows what he is doing. At least in BVR, in dogfights the Viper is no match until the FM is fixed (soon). Plus, the F-16 is mostly flown without ECM in DCS, because the disadvantages of the ECM (drag, limited radar usage when using it) are not as present as its advantages for most pilots (because a lot of them don't make use of it in BVR). In addition, the ECM doesn't work against all radars as of now, it has a very limited effect against FC3 planes as of now. So the F-16 flies without, while the F-18's fly with a double 120 rack- having 6 120's and 2 heaters. The pylon does have quite some drag. Plus, no one flies with only 6 missiles, so that makes two more than a Viper with all the drag that comes with it. That leads to the Viper (as of a GS loadout) being considerably faster. However, this might even change with the FM update (I am pretty sure it does). If you fly realistic loadouts, the jets are quite comparable, but GS is the wrong place for that. I am curious how the yeet factor will be after the update- but it is more or less theoretical since the 120s battery runs out after 80s which kinda limits it at altitude. And the poor look down makes it hard to maintain a lock at launch ranges. As for the skill set- I think maintaining SA is on a similar level, and while Link 16 helps, it is a matter of the pilot. The JHMCS on the hornet is better, and the Viper has a better HSD than the SA page of the hornet. The jet doesn't build SA for you, it only helps you with it. The feature set of the Viper made a large step in the last year, and it become more and more complex, with only very few people mastering both the Viper and the Hornet. And I see many people struggling with the newer and advanced functions of the Viper.
  20. Yes, it feels that way. It works nice in single-player, but if I have trouble it is on multiplayer servers. I always uncage my heater to avoid losing sight prior to the merge so I can relock later. This is mostly present at low altitude, the radar is pretty much useless down there. But only sometimes. Especially noticeable on the growling sidewinder server, weird things happen on those crowded servers.
  21. No, never. I rarely say this about anything, almost everything has a value and a purpose but the JSOW-A is very limited in terms of a purpose. Its only purpose is being a decoy for enemy SAM sites that are capable of intercepting incoming missiles. I scored a hit on an SA-10 site that ran out of missiles, covering two radars in cluster munitions as well as three other vehicles and not one vehicle had a scratch (checked the life bar). Unless you know that you face infantry or unarmored vehicles like trucks, it is dead weight. I already have a speedbrake, don't need to block a smart pylon with it. Go with CBU-105 if you want cluster munitions. Those work just nice against vehicles while providing a not-so-bad stand-off range. Or LGB's / JDAM. A double rack GBU-12 are two kills, and they even work against maneuvring targets. Mavericks are no bad choice either.
  22. Yes, I did copy the units over to a caucasus map, forgot about the terrain height, almost crashed but can see the same effect here. Note that the position of the "10" seems to get updated once in a while, but the BB and CS won't. I guess this is due to those never going inactive, they probably don't get updated anymore if precision does not change. I even tried rebuilding the position by messing around with the thread classes (all off- only 1/2) but it didn't change anything. The name is purely due to the fact that I extracted those units out off a mission that had a skynet script, but the test mission does not so I only have the units (and I only copy-pasted the units in the mission editor)- I wanted to test the HTS vs SA-10 with a rookie in our squad and this is easier in isolated environments. I had a similar mission yesterday but ingressed at high altitude on an SA-6 and the HTS was on point, same with some SA-15s near the SA-6. It might be related to the BB / CS of the SA-10 and the fact that they never go offline, combined with the low level ingress that gives a low precision in range. The attached track should show the effect (sorry for the timelapse and the -1.6G though). The "10" gets updated as the fire control radar goes offline between shots as it seems, the BB and CS symbols seem to not move even if you circle around them and they are emitting. And a big thank you for not letting me spawn below the ground SA-10_HTS_no_update_Caucasus.trk
  23. Wait, here is an even shorter track. Sorry for the ghetto head tracker though. SA-10_HTS_no_update2.trk
  24. The HTS does not update the position of emitters if PGM2 is reached, but the position is off several miles. I tested with an airborne start in a training mission. I am sorry for the Syria map in the replay, but this was the way in which I could reproduce it. I originally tested something for a multiplayer mission, and was hoping to reproduce another issue "while I am on it". However, I placed one SA-10 site and approached it while the HTS was active. And as you can see, I am overflying one of the positions, it is marked with PGM2 1.9NM while it clearly is not, and the BB is behind me, but RWR indication is from the front. It is one site, approximately at the one steerpoint I have, but its three radars are in the line of sight of the initial contact but the range doesn't get better even if you fly 90° of the original position or even overfly the site and come from the other side. It simply doesn't update anymore. I was carrying a jammer, but it was switched off. It is easily reproducable. I hope this helps. Thanks a lot! SA-10_HTS_no_update.trk
  25. Hi, we were training some SEAD yesterday. I was carrying a HARM and a CBU-105 together with HTS and TGP. After shooting the HARM and the CBU and rearming to the same loadout, I was unable to hand off an emitter from the HAD towards the AGM-88. HARM power was on. HTS worked fine. I think that this is a bug because I am using the HTS quite often without any issues. But I fail to reproduce the issue in a single player mission. Any idea what I could have done there? Everything worked fine until I rearmed. Thanks!
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