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TobiasA

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Everything posted by TobiasA

  1. It is incredible important in multiplayer environments.
  2. Ah, never bothered these because they are on all the time. Thanks!
  3. The hardpoints can't be powered to release ordnance afaik, the hardpoint power switches only power the cheek hardpoints (5R / 5L).
  4. I have destroyed a truck with a BLG-66 on the mirage though.
  5. Loft a couple of 105's. Less drag, more effect. There is a high chance that the JSOW will do very little damage.
  6. Post a track. Mavericks are a bit difficult to master, but work alright once you got it. I usually include a large building or something in my flight plan which I can use to align while passing over them. Keep in mind that you need to set the TGP Handoff to "AUTO" (click the OSB over "MAN" to toggle) to enable the auto handoff. After locking a target in the TGP, the SOI toggles to the MAV in case HANDOFF was not in AUTO or not successful. So all you need is to TMS up again in that case, the mav seeker should already point to the line of sight of the TGP.
  7. If you meet a 14 or 18 in the 16 and you have no missiles left, push the throttle forward, pitch up a little and then hope it doesn't catch you. You won't win anything with the current flight model, and there is also no way to beat a MiG-29 currently on which you should have a slight edge above ~10k altitude- unless the other one does some pretty big mistakes. Either you win in the first turns or you're doomed, best is to throw a 9X across the circle. Fast wide turns won't work because of the lack of the reclined seat modelling and tight turns... Well, I feel more confident doing this in the Viggen which is surprisingly good in those fights and I have been able to hold up against a 16 in it. It's just that it carries poor heaters and no internal gun. And you have to be careful to avoid compressor stalls. I really hope they patch that part sooner than the "whole fix" which was planned for autumn. Until then: Don't enter a turning fight, use boom-n-zoom tactics or pop a few slammers and go home. The F-16 is still fun if you stay away from dogfights. The topic is known, and is being worked on for some months now so I hope we'll no longer talk about it at the end of the year.
  8. Go A-G master mode, put the HSD to one of the MFD's. Cycle with DMS left / right. This will be a nice replacement for the NAV mode in both AA and AG modes. Then press MRM override. You got AA mode and can react quickly to upcoming A-A threats. If you cancel the override, you fall back to the AG mode. This will provide a fast switch between AA and AG. I usually do so in the target for every mission which includes AG.
  9. Corner speed is from 330 to 420kts and after the FM rework it will be possible to beat the 29 at above angels 10. At the moment, the 29 has the upper hand in almost every situation. Best bet is a heater across the circle or making use of a pilot error which the AI does luckily. If you see him pulling lead, pull and jink to create problems for him. When he is lagging behind, ease off the stick to gain speed. The AI often pulls up when it should not, bleeding a lot of energy which then gives you the opportunity to get a heater shot off after a couple of weird loops. The AI is not very sophisticated, but it is also an incredible task to create one that can fly props, helos and fast jets and succeed. Until then, let's hope that the FM rework part that includes the lift coefficient fixes on lower speeds drops in the next patch and make use of the plenty of pilot errors that the AI makes in BFM.
  10. The IFF and the seeker strategy of a 120 if it loses lock during the flight is reason for the #1 rule in BVR: You never ever fire 120's or 54's into a furball.
  11. Whatever the task requires, I enjoy the actual multirole thing a lot. Air-to-Air: All of it, but I prefer death to enemies as far out as possible. Air-to-Ground: HARM + LGB's. Can't wait for the HTS.
  12. You get a tail strike at 13.5° with the brakes not fully opened. Picture shows a tailstrike with still room left to the tarmac. Manuals and the picture shows that this should happen at about more than 15°, it seems the collision model for the extended airbrake is applied. Can't append the track, will append it to the next post due to size. Here is the track, hope it works (paused it in the meantime, might be weird) F-16_tailstrike.trk
  13. Well I didn't know that you can open track files. Good to know, thanks! However it seems that the wind options are just not included currently...
  14. 25 kts are a lot of wind though. Would be interesting what happens when one enters the wind... Do you have the exact mission? Or is it just a preset?
  15. I have noticed that it doesn't really matter since the general area usually is so big that you hit either way. Compared to the JSOW the WCMD is a blast. You can even loft it far out. Not as far as a JSOW, but 10nm are possible.
  16. Either use IFF or once you are merged, there is no other way than to read markings / paint. If you enter a 2 vs 2 dogfight against two F-16's, you need to do careful verbal communications. Just like in real life.
  17. No matter which strategy you choose, I would highly appreciate subsequent fixes to improve the current low speed handling even if we would have to wait for the "big fix" until autumn. Thanks for the effort you guys are putting into the F-16 now!
  18. Does this mean that we get no flight model update before autumn or do we get the maneuverability fixes soon and the fixes about 20k MSL later?
  19. So this means we will get a working bullseye cursor this year? Good news
  20. I honestly don't know what you do with those JSOW's. I dropped a pair of them on a single SA-15 until someone showed mercy and JDAM'ed it, rendering the other pair useless. I know what I did wrong with JDAM's, those work fine now. I also hit everything with JSOW's it's just... Won't kill a thing. There is no real reason to use anything else than CBU-97 when it comes to submunitions in DCS. GBU's are nice. A kill is a kill, especially on PvE maps that require you to have the unit killed.
  21. I'm not colorblind and I can't see them either. Guess my screen is too small.
  22. IR is currently no IR, it is dark at night. Just dark.
  23. It is basically the same "lever issue" in the other axis, I guess. At some point, the drag further out will win because the lever length does not change but the drag increases by a power of 2. At least I think so. Probably. I'd appreciate if one of the FM guys would post here from time to time, because I am really interested in stuff like that. And: I find it quite interesting that such details are modelled, hats off to the ED flight model team! While some coefficients might be a little off as of now, the simulation itself is impressive. No, I looked at the slip indicator. I think my mission has some wind in it, I didn't reset it and by default, there is some iirc.
  24. First of all, I need to apologize since I mixed up the sides in my head. I'm sorry, you are right because the mav is on the right side, not the left one. You are correct about the weights. Mav: 794lbs 2x GBU: 1263lbs Both without pylon, those are out on the equation. If you now drop a JDAM which should be 590lb, station 3 would hold 673 lb which is less, even without the TGP even though the inner bomb is dropped. Adding a rough 90lb to the already heavier side would give 884 on the mav side and still 673 on the JDAM side so you would have to add about 200lbs of weight GIVEN SAME LEVER lengths. Roughly, but it doesn't really matter. However, the solution to our question is the drag. The JDAM rack has a considerably higher drag, which will mean that the plane is slipping to the left. That slipping which is offsetting the tailfin to the right pushes the tailfin to the left, creating a roll to the left. But: Only at higher speeds. Get below about 250kts, which will mean less drag difference, less slipping, less force on the tailfin and it will start rotating to the right because the weight wins, and not the tailfin. At higher speeds, the uneven drag will cause the tailfin to take up the force resulting from the left side being more draggy, which will lead to a rotation towards that side.
  25. You forget that the GBU-38 is about 590 lbs since it is not only the warhead but also guidance. The TGP is about 450lb, but only about 1/5th of the distance to the center, so it can be accounted with 90lb. This would in total give a slight advantage to the mav side, but the inner JDAM is released first so the outer JDAM wins.
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