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TobiasA

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Everything posted by TobiasA

  1. I can't say, after the state of the F-16 I skipped the hornet. Might buy it some day, but now that I have the Viggen and the F-14 it ain't that likely in the near future. All I can say is that the Viper has an outstanding concept of operation. Everything you need is one or two clicks away, easily memorable and accessible in the heat of the battle. I don't know if the hornet comes close, and I won't compare. I came here for the F-16, found other nice planes, will soon have the Apache and absolutely love the F-16. Because it is the most awesome plane to fly with that bubble canopy, easy to use systems, agility and flexibility as a multirole platform. And it will probably be the most capable SEAD platform in DCS when we get the HTS.
  2. The way it is meant to be used is that you set up the F-16 BEFORE entering the fight, on the runway, during transit, but way before fence in. You set it up, and then you got almost everything you actually use on the HOTAS. You got: - MRM override - DGFT override - A-A mode - A-G mode - NAV mode Make use of it, every mode can store its own settings. Three of those are available on the HOTAS (one "base mode" being AA, AG or NAV and the two overrides). You go AG master mode, put TGP to one MFD, HSD, WPN and SMS to the other one. There you go, having two sets available for AG mode that you can switch with missile step / DMS and AA mode is just a flick of a switch away with the MRM or DGFT override which doesn't even mess with your AG mode settings. You press DMS right (or left) and switch to HSD, check the situation and continue your run with the WPN page just one more click on the stick away. You get jumped? You flick the override to MRM and keep the bugger busy, as soon as you cancel the override all your settings are back and you are back on track. Learn the HOTAS and you master the F-16. There are a lot of things you can do in the DED, but you do most of it before your wheels leave the ground. Once you are in the air, it is a master in simplicity. But: If you want to be really good in it, you'll have to spend the majority of hours in it. You can be excellent in one module, good in another one but it is hard to excel in a third. For me, the one I picked for "excellent" is the F-16, "good" for the Viggen and... Well, it is hard to be somewhat proficient in the F-14 then tbh. Hope I'll get the Apache right. Looking back, about half of my modules just support ED or a 3rd party developer.
  3. Depends on your target size, larger targets are Ok. Don't know about the Hornet, it is the only teen fighter I don't have.
  4. The track is rather large, but watched it anyway. If I saw that correct, you did not lase prior to dropping the JDAM. This will enable the laser rangefinder on the TGP for a more precise target location. It doesn't really matter if you point at the tank or the ground at that steep angle, but laser rangefinding does. You do not need to lase after the bomb has been dropped, but JDAM's are more precise if you use the laser rangefinding BEFORE you drop for a second or so. Note the little jump in coordinates after lasing on the TGP.
  5. The issue is fixed with the latest update, might as well update the tag. @BIGNEWY Thanks to the whole team, RWS and TWS are both way more usable now
  6. May it be the that your AMRAAM was in the air for more than 80s? Can you share your tacview file?
  7. Speed has nothing to do with the T/W ratio, only with drag and thrust curves. However the drag is a little off currently as it seems. The FM is being worked on, we should wait for the rework.
  8. Keep in mind that the graph shows almost sea level while the Vipers advantage begins on altitude. However the russians are the kings of alpha, especially the Flanker. So in order to beat them, you would have to keep up your energy, but that opens up possibilities to make use of HMS and R-73. If flown right the Flanker is very hard to beat, the MiG-29 isn't so far behind, its alpha and instantaneous turn rate are insane at corner speed. Anyway, you need to see more altitudes in order to be able to say that the F-16 is worse than the Fulcrum. It is on sea level, but gains on 10k ft and above afaik.
  9. Yes, there was no improvement in the low speed range which would also reduce the high landing speeds. After all, we are getting closer to the agile Viper it is in real life and I really appreciate it.
  10. There are several issues with RWS, dropped tracks and a messed up datalink. You might dig into one of the previous threads and see if this is one of your issues, if not, save a track when you exit the mission and attach it here.
  11. That is weird because I remember testing the changes. I will have a look when I get back to the computer.
  12. I flew a MP session just yesterday. IC symbol is green. Note: I am talking only about the F-16.
  13. No, there is a thread on it. But his CMS, editor still works on my side so this would be a workaround in the meantime. Edit: Found it:
  14. For everyone using Baileys DICE (so almost every one with the F-16): His CMS editor still works, at least on the F-16 so this would provide a workaround. I actually use that one because I like its editor functionality and just punch the LUA file into DCS which works. Has to be repeated after every update, but it still works. After all I appreciate the locking of certain files.
  15. I have pressed TMS down a dozen times, and it still relocks. @BIGNEWY The track should show exactly that, and if this is "correct as is" how am I supposed to drop that lock?
  16. The radar automatically relocks the last target if you broke lock on a target in RWS <3nm. It is impossible to break the lock since the radar locks the target again, even without a valid track file. I have seen also cases where it is possible to relock a target that does not have a valid track file with TMS up on an empty scope. The track also shows the AIM-9 returning to "WARM" if you switch to dogfight mode. This is the latest OB update from today. F-16_radar_relocking.trk
  17. Fully agree with that. It is not WT but a sim. It is not about balance but about simulation. "The trade" is not in terms of a deal, I just wanted to say that I think that the benefits of having a realistic radar modeling outweight the "downside" by far because the current radar is in fact underperforming in most areas.
  18. Would be correct tho for the V5 the Viper has. I can easily live with the correct range if the lock drops are fixed and the modes are working, more than willing to do that trade. You can still easily support a 120 all the way along.
  19. South korean F-16 support the AGM-84, it is not a block issue.
  20. Wenn the refueling door is open, the FLCS will use landing gains.
  21. Anything below about 900lbs means that the reservoir is running dry, which might indeed shift CG to a side or front / back. The aft / left is smaller in quantity as the front / right tank group (on the C but not on the D), so it might and probably will empty first which should explain what you are seeing there. The slight roll to the left is most probably related to the heavy gun on the left side- 377kg on the left side with full ammo. The other side probably carries electronics which do not weight nothing but are most probably considerably lighter than the massive amount of hard steel near the left wing. The development of the 16 is slow, but the detail of simulation is amazing in some points of the flight model.
  22. There is a bug report on the issue though (for the current build), and it is also reported that the lock gets dropped during emergency jettison. Hoping for the next update to finally bring some improvements on this and the flight model, because these keep disturbing the fun with the module.
  23. If emergency jettison is pushed while being in MRM override, a radar lock is dropped. The same happens when you use dogfight or MRM override. It is also rather easy to reproduce that the AIM 9 cooling gets deactivated if switching between DGFT and MRM override without going through cancel. It is easy to reproduce it on any PvP server, have noticed it in multiplayer but I am sure it will be the same in SP. If you need a track I will try to get it "on tape" but won't be able to do so in the next hours. I am not sure if this has already been reported earlier but could not find anything pointing to the current DCS version. Thanks!
  24. It affects the low speed and high AOA turns and therefore landing speeds. Due to the reasons you have mentioned, the landing speed is higher than in the books and this will be notable. They mentioned the rework above angels 20 as one of the major issues delaying a patch somewhere, the other part is the AOA being too high (read: lift coefficient too low).
  25. The last statement was "we hope for autumn" so I am happy if it comes before the Apache is released. Fingers crossed that we see one or two major Viper update(s) before christmas. The development won't get any faster regardless of how often we talk about the flaws in the forum.
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