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TobiasA

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Everything posted by TobiasA

  1. Close the radio menu. Happened to me quite a few times. If this isn't the issue, try a repair.
  2. Are you joining on a guns only competitive server? If missiles are involved, forget the rate fight.
  3. Tried that on my own in a Su-27 and... Well. I could point my nose at the F-16 most of the time and it never left a cone 20 degrees off my nose once I was settled. He managed to keep a distance too large for a good gun solution and ran out of fuel. There is no way to win such a fight other than heaters.
  4. ECM works fine in AA and AG mode. Both noise jamming and SPJ.
  5. 9X and the whole fight geometry is gone, it's all about nose authority, helmet mounted sights and off boresight. It's a whole different game. And one that I can do better than a guns only fight, have rarely survived one if it lasted for more than two minutes because you run out of fuel on your way to the tanker or homebase.
  6. TobiasA

    AAR

    I always go a bit further forward than the indicator says, the guy seems to connect faster if I do. Yes, green is green, but that guy likes the other green.
  7. You sometimes survive small arms fire. If it hits the outer wing tip
  8. Well that's a funny bug that's been around for a while.
  9. There is a tone, that is all that exists in the real thing. There has been a discussion here lately, but I can't find it on my mobile.
  10. It is work in progress, but no time frame was given. The original post got deleted because people were taking it as fixed dates. I would expect something in Q2/2022 (just a wild guess). Q1 is probably a bit optimistic, it seems to be more work than expected. However, rate fights are a guns only thing. I absolutely love it in a real fight when my enemy goes into a rate fight because I can then throw everything in my turn, point a 9X, suddenly be low and slow with sufficient room for a 9X and have him at full burner against the cold sky. It is about nose authority, and the 16 doesn't really excel with that. However, they announced improvements on instantaneous turn rates and an on speed AOA correction for landing speeds. So we will most probably see an improvement there when the fight gets slow and tight. Sustained turns aren't too far off at corner speed. We will see what happens. Threads about the FM are a bit sensitive tho, since they tend to escalate...
  11. Except if you jump modes in between, than it will start at the wrong side sometimes, leaving one side empty and the other one with full weaponry. I'd say this is a bug, but I don't have a track to reproduce the "sometimes".
  12. The drag with 4 JSOW is insane. I would expect exactly that outcome. The F-16 is smaller, so it will be more affected by the load than the F-18 with its two engines and higher wing area. A typical loadout with 3x120, 2x370gal + ALQ and pods will be near the maximum takeoff weight, it is one of the heaviest and probably the draggiest loadout to take, while on the F-18 4 JSOW + AA weaponry will be way below MTOW. Things will probably get a little bit better with the final FM, but don't expect miracles there... Probably something to hope for in Q2/2022, it seems to be more complicated than expected. And this will most probably affect the area below Mach 0.5, but have little to no effect above Mach 0.7- but it might be possible you can carry a 4x JSOW to angels 25 then. Don't forget the drag of the BRU-57 as well, even when not carrying ordnance on this the drag is considerably high.
  13. That's how that particular system works.
  14. The jet trims for 1G, any pitch up motion will lead to a slow pitch up motion since 1G on a 45° slope means that there is a sin(45) component in one plane and cos(45) in the other one.
  15. That's true!
  16. The bad thing is that you can't feel G forces in a simulation so it is harder to keep the limits...
  17. There is still room for improvement but a few patches ago you could not see anything at all so I appreciate the direction in which we are heading.
  18. The FLCS in the F-16 does NOT prevent over-G, it limits AOA to prevent departure. CAT III is anything outside of a pure A-A loadout, so as soon as you carry A/G ammunition or a tank it is a CAT III.
  19. The pitch override does give more elevator deflection in the NEGATIVE direction so you can get out of a deep stall. You would gain nothing but a probable departure from controlled flight.
  20. I agree that my assumptions about a sign error just canceled out the map stretch error, it looks like the compass is showing true north instead of the magnetic north at least on parts of the map. If I set it to 0 near Vaziano I am going true NSEW, with a rotation of the map stretch error.
  21. Yes, but the heading tape should only be off by the amount of the "map stretch error" and not by the magnetic deviation. Which means it should display 082 or something like that. Because the heading tape (and the heading indication of other planes and the HSI as well) is corrected for magnetic deviation via the MAGV page (or other input devices in other planes).
  22. As an addition: I know the issue of converting spherical map data to a flat map, I was part of a terrain development team on another sim before it had three letters. That is not the issue here, the issue is that I am more accurate without magnetic correction than with it in man cases. And even with spherical errors, the north does match in the middle of the map. Sorry if I used a wrong approach to it.
  23. I am talking about the heading tape after the magnetic correction being 15 degrees off.
  24. I do agree that the Tacview globe and the flat DCS map do differ, but it is a little too small to explain a 14 degree error.
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