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phantom0gritz

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About phantom0gritz

  • Birthday 12/10/1984

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  • Flight Simulators
    DCS
  • Location
    United States
  • Interests
    Gaming (Mil-Sim, RPG, and factory); Reading; Guns (hunting & range practice)

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  1. Just lost a couple hours of ME work. (yes I should probably save more often) Anyway, I was checking which missile did what in the encyclopedia from the ME and went to close back to the ME. In doing so I accidentally double-clicked the close/'X' button. This closed the Encyclopedia and the ME without the normal "Changes have been made. Would you like to save?" window prompt appearing. In effect it closed straight to the main menu without saving, nor did it ask if I wanted to save first. I thought maybe I otherwise muffed it somehow so I tried it again and sure enough double-clicking the close or 'X' button will close the Encyclopedia and ME without a save prompt contrary to any other time you go to close the ME.
  2. It is my humble opinion that the AI needs to be named Donovin Allen Peters. (If you don't know why ask somebody.)
  3. I can sort of see how, since my buddy and I would never have noticed if we weren't trying to force it to do the long shots. We thought AI skill level, approach angle, type of target, and whatever else we could think of. And if we hadn't been sitting there watching them duke it out from the F10 map we might never have noticed. Just chucking it up to mixtures of whatnots as to why F-14's weren't just kicking but in kills where AI is concerned.
  4. Did not know that. Good to know. Hopefully it will get fixed soon. The whole draw of the 54 is its range, regardless of a hit. If the AI won't utilize it then the F-14 is, not pointless, but severely limited.
  5. I think I get what you're trying to say but from what I understand the missile's capabilities are the same where it's shot from the HB F-14 or the ED one. All the missiles have their own flight model and guidance profile specific to that missile. That way they behave the same regardless of airframe onto which they are loaded. In this way the missiles behavior is separate from the aircraft in its function. The aircraft simply relays targeting information and the shot fails/succeeds based on that missile's capabilities versus the target's capabilities. The problem is that the AI aircraft will not engage with 54's until they are closer than what you would do for a 120 shot on another airframe. As it stands there is no point in putting 54's on a HB F-14 because you almost might as well have it use sparrows with how close the AI gets to the target.
  6. While doing some work on a campaign the question came up of which AI aircraft is best for CAP. We assumed F-14 with 54's. Set a pair of 14's against a pair of 16's as a starting point to test this. The 14's lost every time because they would not fire until they were within 20'ish NM of the target. By that time the 16's had long since turned and launch 120's. We tried both of the Heatblur A and B 14's against said the 16's multiple times with different approaches and target reaction settings with no change. Then tried against something something bigger just to be sure (B-52's to be exact). The result was the same, AIM-54's at about 20NM. Just to be extra sure we set up the original DCS F-14A to see what would happen. AIM-54 shot at around 75NM for a kill. Almost forgot to mention that we tried all three 54 models. Also I posted this in Heatblur’s bug report section as well.
  7. While doing some work on a campaign the question came up of which AI aircraft is best for CAP. We assumed F-14 with 54's. Set a pair of 14's against a pair of 16's as a starting point to test this. The 14's lost every time because they would not fire until they were within 20'ish NM of the target. By that time the 16's had long since turned and launch 120's. We tried both of the Heatblur A and B 14's against said the 16's multiple times with different approaches and target reaction settings with no change. Then tried against something something bigger just to be sure (B-52's to be exact). The result was the same, AIM-54's at about 20NM. Just to be extra sure we set up the original DCS F-14A to see what would happen. AIM-54 shot at around 75NM for a kill.
  8. Last is a picture of one of the air borne subs. Two of the five subs were doing this and it made them susceptible to anti-ship missiles. The two floaters were sunk during the mission. However, this was not the case during a review of the track file. They neither floated nor were they sunk.
  9. Haven't tried it with other vehicle yet because it. However telling a Type 093 Attack Submarine to attack another naval group caused the UI to freak out. Also a couple of subs started floating in the air but wasn't visible from the track file. I will post some photos further down to showcase what I am talking about. I tested this twice and had the same UI bug. Only way to get it to go away was to reset the game. First is the UI: Top is main screen middle is F10 map from within map shortly after the bug presented bottom is the mission editor Order they were taken was middle bottom top.
  10. I personally would love to have this aircraft as full module as it is my favorite WWII aircraft. However, I will not accept() a Pacific Theater without them as at least AI assets. Appreciate all the hard work ED and I am greatly looking forward to this becoming a thing.
  11. The cursor for the MPD's. It lets the pilot use the MPD's without taking your hands off the controls. I thought it was already mentioned somewhere but I can't remember where. And it is something I would assume is already there or being implemented but I thought I would mention it.
  12. I am onboard with this. Never saw them used out side ferry flights personally but I agree that the adding them would be great as I can see their utility value. Being able to go this route and use the flat pack for ammo could be quite the useful option.
  13. The addition of having to do this would be a great, "Good jobs devs!! I hate you." kind of moment. Something that is great for the system/game or what have you, and you love the that its there. But you curse the devs every time in a tongue-in-cheek kind of manner.
  14. Hell ED, This is something that has been bugging me for a while but just kind of put up with for the most part. The tooltip is a great thing when learning aircraft and also if you are a more casual player. I think being able to map the both the tooltip toggle as well as the brightness setting for said message window would be a great addition. As it stands fight now, if you are in VR, for night missions in most aircraft you either need to fumble in the dark while look for the correct switches or get blinded by the notification window with NVGs. I personally try use NVGs where appropriate but the tooltip makes doing anything in the cockpit a literal pain as it attempts to permanently seer itself onto my retinas. Again the idea is to be able to adjust the tooltip brightness as well as toggle it all together from in the game. Thank you for your time. Sincerely, Phantom0Gritz PS: I have attached screenshots in a pdf file showing the AV-8B, A-10C II, F-14B, and F/A-18C. Please note that this is with the NVGs brightness turned all the way down. It gets exponentially worse as the NVG's brightness goes up. NVG VR.pdf
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