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Micr0

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Everything posted by Micr0

  1. The laser in the LRLS is an "eye-safe" laser (hence it can be pointed directly into a cockpit). I'm far from an expert on that system, from what I was told eye-safe lasers emit a much lower intensity of power and wavelength that is also less intense. What that means for the viewer.... It's just a light. I remember picking it up once at about 4 miles, but that was because I was lined up right and was getting the green light. At 3 miles and on centerline it's barely visible, as it blends in with the drop-down lights.
  2. The laser is no more visible than the ship itself. It does not have some magical powers that make it more visible. It is a light attached to the ship, it just happens to be a directional light. A more realistic concern should be the visibility of the landing area from a distance.
  3. Ok, I've been holding off on chiming in. But here's the deal. I flew in the Navy for 3 years before being discharged for a medical. But I can tell you this: The LRLS is worthless and no one used it. Why? Because during day Case 1 you're not going to use it, as it would only be visible in the groove and the LRLS isn't part of "Ball, Lineup, AoA". I could not even tell you if it's even turned on during the day because you're never in a position to use it. During day, Case 3, you're not going to see it because it's foggy. During night, God help you if you told anyone you were using the laser to line up unless there was some sort of issue with ICLS/ACLS. You are expected to be inside the cockpit scanning your instruments until the 3/4 mile call. That ridiculous system would only (possibly) be useful during Day Case 2 or if there was a malfunction with a primary system on the ship or in the plane. Give it a rest with the laser. It's not a realistic system ball flyers would, or will, use. It's a novelty.
  4. Micr0

    Hangar bay

    Hi, Jack. Thank you for the reply. You clearly have a lot of passion about this issue. Please allow me to apologize to you for my absurd ignorance. To answer you question though: My CO told me pilots do it - when he had me go down to the hangar bay in 1999 to manup before flying a maintenance profile. I then rode up the elevator to the flight deck in my jet. As you can see in the video below (scroll to 8:50), it was not common, but did happen. But again, I thank you for the information, tactfulness, and setting me straight. Regards.
  5. So were these fixed??? I ask because shortly after my last post I flew some night passes as the deck lights appear to be much better. The flood lights are no linger in the "emergency" setting and the LA lights look MUCH more realistic. The only thing is that the LA lights still only appear at 1.5 NM. They should start to be visible about 8-10 NM on a clear night. But whatever was done..... I thank you!!!
  6. I hate to be a pest, but this has been reported for awhile and makes the carrier unusable at night. The flood lights need to be turned down, and the landing area lights need to be switched to the same lights used on every other ship so that they are visible. Please fix this.
  7. I had this happen to me one time, but it has never repeated. No idea what caused it.
  8. Micr0

    Hangar bay

    It isn't common, but there are times when a post maintenance check flight needs to get done and maintenance is running behind. In those cases, pilots have been known to man up, get ready while mx finishes up in the hangar and then ride the elevator to the deck to get going ASAP. Again, not common, but it happens.
  9. What exactly is this addition in the latest update?
  10. Thanks for recommending this. I had no idea it existed. It's a lot of fun and gives excellent feedback.
  11. I'm slowly putting together a mission for the player to fly "Opposing Solo". This was a test run I did on what I have so far. All comms are embedded into the mission with more to come.
  12. I flew a bunch of passes last night and I had one in particular that gave me yet another issue. Right as I was “in close” the lighting of the entire ship just vanished right in front of me. By the time the “WTF” reaction wore off, the lights came back on, and I just continued. So I replayed this pass with 8 different settings to see what made a difference. The original settings I used are shown in #1. I then started tweaking the settings and recorded the result. Each change is listed in red. The video starts right at tip over (3nm out). The weather is: visibility unrestricted, high overcast at 8500’ to eliminate the horizon and stars. I wanted to only see the carrier itself with no other illumination. One way or another, the landing area lights are just not bright enough and/or not visible from far enough away. IRL, you can spot them from about 7-8 miles out on a clear night. Also, as is pretty evident from the videos and mentioned before, the flood lights from the island are way too bright. You can spot the flood lights on each setting well before seing the landing are lights. In #7 & #8, you can actually see the reflection of the floods in the water prior to seeing the landing area. I’ve thrown in 2 real life videos to show that the actual flood lights are barely, if at all visible when making a real approach. 1: (Baseline) Textures: LOW Terrain Textures: LOW Civ Traffic: OFF Water: LOW Visb Range: LOW Heat Blur: OFF Shadows: OFF Secondary Shadows: OFF SSAO: OFF Gamma: 2.0 AF: 16X 2: Textures: HIGH Terrain Textures: LOW Civ Traffic: OFF Water: LOW Visb Range: LOW Heat Blur: OFF Shadows: OFF Secondary Shadows: OFF SSAO: OFF Gamma: 2.0 AF: 16X 3: Textures: HIGH Terrain Textures: LOW Civ Traffic: OFF Water: LOW Visb Range: EXTREME Heat Blur: OFF Shadows: OFF Secondary Shadows: OFF SSAO: OFF Gamma: 2.0 AF: 16X 4: Textures: HIGH Terrain Textures: LOW Civ Traffic: OFF Water: LOW Visb Range: EXTREME Heat Blur: OFF Shadows: HIGH Secondary Shadows: OFF SSAO: OFF Gamma: 2.0 AF: 16X 5: Textures: HIGH Terrain Textures: LOW Civ Traffic: OFF Water: LOW Visb Range: EXTREME Heat Blur: OFF Shadows: HIGH Secondary Shadows: OFF SSAO: ON Gamma: 2.0 AF: 16X 6: Textures: HIGH Terrain Textures: LOW Civ Traffic: OFF Water: LOW Visb Range: EXTREME Heat Blur: OFF Shadows: HIGH Secondary Shadows: OFF SSAO: OFF Gamma: 2.0 AF: OFF 7: Textures: HIGH Terrain Textures: LOW Civ Traffic: OFF Water: LOW Visb Range: EXTREME Heat Blur: OFF Shadows: HIGH Secondary Shadows: OFF SSAO: OFF Gamma: 3.5 AF: 16X 8: Textures: HIGH Terrain Textures: LOW Civ Traffic: OFF Water: LOW Visb Range: EXTREME Heat Blur: OFF Shadows: OFF Secondary Shadows: OFF SSAO: OFF Gamma: 3.5 AF: 16X
  13. So, I've been really digging on this one. I've been flying dozens of passes at night with various settings trying to figure things out. One thing I realized is that I was incorrect about the drop-down lights being too bright. It's not that the drop-down lights are too bright. The problem is that the flood lights from the island wash out the landing area lights, while the drop down lights are not affected by the flood lights - so the drop-down lights appear brighter. The flood lights are also visible from about 5 mi out, which is completely inaccurate. From behind the boat, the first thing that is visible is the landing area along with the drop-down lights, and the ball. While the landing area lights are still too dim, the real culprit here is the flood lights. They need to be toned down quite a bit.
  14. Well, whatever is going on with these lights, one thing is certain: the drop down lights are too bright and washout the actual landing area lights. I tried about 10-12 different setting and the drop down lights are always just too bright. They are supposed to be the same intensity as the landing area.
  15. The arresting wires appear to stop player aircraft a little too quickly and short of where they would end up IRL. This is even more apparent with AI aircraft. Would be nice to have a more realistic "payout" if the wires.
  16. So, last night I flew around the carrier for the first time in about a month. I noticed that the visibility was the equivalent of about a quarter mile. It didn't seem right so I checked the weather settings and the ceiling was at 3,000 ft with fog disabled. I fiddled with the settings, enabled and then disabled fog again, removing all clouds and the visibility went back up to normal. It seems as though fog was enabled even though the check mark was not ticked. I wonder if this has anything to do with the visibility problems people have been having.
  17. Years ago I made these videos which were a ton of fun. They were done in FSX with FS recorder. I would fly the 1 spot, then replay it and fly the 2 spot and so on until the entire routine was created with all six Jets. The fs recorder software simply recorded my initial flight by logging the position and configuration of my aircraft 8 times per second. It would be phenomenal if something like that were created for DCS so we can replay flights as traffic.
  18. Fagulha, Yes, I think we agree. Oddly, AI aircraft don't seem to do that particular "bounce" into the shuttle. I made a short clip to specifically highlight what I'm describing:
  19. No "limits" on angle of bank from the 180 to the start. For example, guys doing the SHB are much more than 30° of Bank because of the speeds that they're at. You just fly what needs to be flown in order to get a good start. I'm sure you know, but that consists of rolling into the groove at 3/4 of a mile, on speed, and wings mostly level. Then once you're in the groove if you start getting funky with your wings, yeah, you're going to really upset Paddles.
  20. Just my two cents: looks like you need more bank at the 180. That will give you one continuous term to final with minimal changes rolling into the groove.
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