Jump to content

War_Pig

Members
  • Posts

    81
  • Joined

  • Last visited

2 Followers

About War_Pig

  • Birthday February 22

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I'd like to see a slightly alternative history campaign where a few small changes in the setup manage to put the Argentinians on a more even footing at the start of the conflict, in order to make the playthrough perhaps more interesting to the player. Namely, the Argie's aircraft carrier doesn't end up hiding in port the remainder of the war (perhaps the Argies are a bit more pressing in their ASW warfare in order to suppress the Brit's nuclear sub threat). The campaign could even alternate between flying Harriers and Skyhawks, and depict events from the viewpoint of both sides. I think our current Harrier is a sufficient stand-in for the GR.3 flown by the RAF No.1 Sqdn (unfortunately flown off the Hermes, which we don't have yet, and not the Invincible which is available to us), or even the Sea Harrier FRS1 as flown by FAA 800 & 809 NAS (who basically ignored the Blue Fox radar and operated with them off while on CAP, unlike 801) if we can disable a few systems like the DMT and restrict loadouts. We have a suitable (excellent!) A-4 Skyhawk, as noted above, and as you say the Mirage F1CE is a good stand-in for the III, or even the 2000 if we restrict loadouts and AI engagement range to simulate older radar. I know we don't have the Super Etendard, but we do have the Viggen which could perform the same mission. Perhaps the Argentinians became the only export customer for SAAB, instead of buying more French aircraft? I'd considered even using the Mosquito as a stand-in for the Pucará, since they're basically just ground targets, or clubbing baby seals in the air.
  2. Sedlo, I just want to say this campaign is incredible, extremely well done and stacks up with the best of the best DLC campaigns to date. I wish you'd been able to release it as an official DLC, it's certainly worthy. I love the effort put into voiceover work and the radio comms, very very well done. Thank you for giving it to us. I'd like to echo the sentiments earlier; if you create a patreon or method of accepting donations to reward your time and effort I'd throw something your way.
  3. Yes, mine was very smooth, no issues or artifacts except for occasionally when the scenario was very loaded up in close proximity to an enemy fighter at the merge, for example.
  4. Experiencing the same issue, unable to use motion reprojection with OpenXR in the latest update. MR makes the game very smooth on my 5800X3D/3080, without it it’s a little stuttery sometimes. When I enable MR in OpenXR Toolkit, the game crashes at the main menu. I can go back to opencomposite, but the game doesn’t perform as well as before the hotfix. Neither does SteamVR.
  5. I’ll answer this: the MFD’s Mount to a stand-off profile with 4 screws, which then mounts to the panel. Pretty simple easy and strong.
  6. I made some handwritten notes during assembly, but mostly I studied the cockpit layout drawing referenced above and determined what switch was appropriate for each location. I went a different direction in that I found a number of switches that really needed to be 3-pos instead of two in order to simulate the Hornet properly. If you have some familiarity with the cockpit and functions of each switch, it’s not too difficult to determine what’s needed. I sat down and spent a few hours planning and then tallied up how many of each that I needed to order.
  7. How did you/will you deal with the stick travel range? On the RL/DCS Hornet it seems the pitch axis is asymmetrical; will you limit the forward travel somehow to prevent it from crashing into the AMPCD?
  8. It works great for me. I do it during INS alignment unless on a scramble, then I do it in cruise if necessary. The HMD is mostly aligned (95% perfectly) by default anyway, whether you do it or not it seems. But doing the alignment yourself seems to tighten it up just that extra bit of precision that makes finding ground targets and waypoint fixes visually much easier, and BVR with the HMD is awesome!
  9. Very good point! Only touch the pitch trim on the Hornet if the gear is down. Otherwise, it trims for G, defaulting at 1G. Don't mess with that or you will be flying a silly airplane until you get it back to 1G. With the gear down, it trims for AoA in the landing phase, which is great. Asymetric loads are very common in the Hornet however, and even the TGP alone can give you a significant rolling moment over time. Trim laterally to correct for this as soon as you can after climbing to a safe altitude, so that when you are looking at the FLIR, your airplane is not slowly rolling into an unusual attitude for you to recover from when you look up.
  10. I’m on the road working 20-25 days a month, get to fly DCS about 1-2 hours a week tops, and have young children at home that are priority. When I do fly, it’s not typically involving an AAR, more likely to be in the Viggen, Huey or a WWII bird. I can jump into any of the birds I own, and plug the first try without noticeable rust, and I promise I am *not* Chuck Yeager. My point is that it really is like riding a bike once you ‘get’ it, and the skill translates to every other aspect of flying in DCS as well. Flying with the fingertips is important in weapon deliver, carrier landings, everything.
  11. What you’re describing is called Pilot Induced Oscillation (PIO). I’m not a .mil pilot, so maybe they have better ways to talk about this, but it sounds like you’re focusing on the tanker, then reacting with gross corrections, then reversing those with more gross corrections. In the bad old days we called this hamfisting, and we’re all guilty of it at some point, especially in sims where we don’t realize we’re doing it because there’s no G feedback like IRL. My advice is to step back mentally and focus on trends: Are you closing or falling? Is the rate of change the rate you want? If not, make a small, correction in one axis and give the aircraft a moment to react, then reassess. Trim until the aircraft is flying at the proper speed in formation with the tanker (not at the basket) hands off, before moving to the basket. When you get there, the same trim/speed will yield the same state, hands off. Use small corrections, and put them in, then take them out. That applies in all axis: if you bank left to slide left, returning to wings level will not bring you back to the same heading as the tanker; you have to bank right until you are rematched. Same with pitch and power: find the neutral sweet spot, make a small correction and immediately return to that spot once you see a change in trend. Walk the throttles, and take it slow. At first, when you’re struggling, visual cues will help, such as bringing the hose down the HUD ladder, or refuel pod on the gun cross, etc. Pretty soon you won’t need those at all, because you’ll have developed neural pathways that allow your brain to automatigically take care of the geometry problems itself. Good luck! I want to see a post in a week or two saying how much you love AAR now and everyone should learn!
  12. I don’t understand the hostility here. The Hornet is an amazing module at a high level of completion and functionality. I would consider it the backbone multirole fighter of DCS, and the experience it gives in conjunction with the Supercarrier is nothing short of amazing. Sure there are some bugs, and perhaps some elements of very specific systems that are not simulated 100%, but unless I was a Hornet pilot IRL would I be able to tell? Every update ED fixes more of these bugs and brings some new features. The idea that the Hornet is abandoned is preposterous! And I bet it’s still a strong seller, as it’s the best option for anyone new to the game wanting to get started with the best ‘do-all’ module.
  13. In today’s world doing CAS over the sandbox, certainly. In 1985 operating out of bases in Europe, perhaps not so much. It just depends on the situation. If the Norks came south in 1995, it’s possible that a lot of F-16’s with no bags might have seen some action.
  14. The TER’s were a Cold War idea designed with T-55’s coming through the Fulda Gap in mind. In reality it was never fully used on the F-16, only tested, which found the 3rd Maverick would burn the stabilator, and so the configuration was restricted to war-time use after only a handful of launches.
  15. The ability to swap seats in MP as in SP is really needed. I know it would require work from ED and not HB, but it’s desperately needed for all the multi crew birds.
×
×
  • Create New...