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Gunfreak

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Everything posted by Gunfreak

  1. I had 3 SU-24s engage in a dogfight with 4 F-16s(me and 3 ace AI) and one of the Su-24s actually got a kill on a F16.
  2. Make sure to go into FF tune in the options and test reverse x axis, reverse Y axis or reverse both axis. One of those 3 should be selected. It seems to vary from module to module which one works.(might also vary from between the different FFB sticks too.
  3. Can you add cargo to any aircraft? Anyone actually done testing to see how to add just the right amount of cargo to get more correct performance for the old cold war stuff?
  4. If I remember correctly when they first announced the GFM project. It would actually lead to better performance
  5. While Norway used the F16A. After it's MLU upgrade in late 90s /early 2000. It's capability are quite close to the C block 50 we have in DCS. The F18C in game is very close to the F18 used by Finland. In both these cases weapons used are the major differences. We are missing modern Swedish aircraft. But the Viggen in DCS was used during the 90s. For cold war we have Viggen, MiG21, F5(not the exact version) F86, upcoming F104. Norway used Spitfires and Mosssies into the 50s. Bodø was also the main Nato base in the North during the Cold war. So you can use F4s(from all kinda countries), F15s, Harrier (both marine and dressed up as British) Mirage 2000, Mirage F1. F18, F16 etc.
  6. In DCS CAS isn't just Close air support. But the general default air to ground mode. It's the most useful most of the time. But many times I've wanted a flight to attack both ground units like trucks AAA etc and also attack static objects like a bunker or especially static aircraft. Would it be possible to add static units to targets in CAS mode?
  7. No I don't have the shake effect on. It only happens to my F-4 not AI aircraft. If I have external view the F4 shakes, If I have cockpit view the cockpit is still but the outside shakes. Also generally the F4 breaks track more than other aircraft(like the 14 does) Including short air start mission that don't involve Jester start up etc. I have no idea if the shaking shows up on the track for others but I'll give it a go. round 1 rookie.trk
  8. With the F4 now out a lot of people who has mostly flown updated 4th Gen aircraft are now getting a taste of what the singleplayer cold war guy have experienced for years. The AI flight behaviour on the early jets, MiG15, 19, 21, F5 etc. Having an MiG21 over preform by a lot is an annoyance in an F16. But not a major problem. Having a MiG21 over preform by a lot is a major issue in the F4. Now that DCS has this high profile extremely well made 3rd Gen Aircraft. It's rather important that it's natural enemies behave somewhat realistically. It's fine for those that go online and fly against humans. But us that prefer singleplayer content, be it paid campaigns, dynamic campaign programs or our own missions. It would be nice if we don't have to fight X-Wing21s.
  9. Can't disengage an AI with Fox 2s. Lost track of it twice and started to look for the way home. Only to find it on my ass about to get in perfect firing position.
  10. I dropped my tanks just before a dogfight. So had full internal tanks. When they fight ended (both sides were bingo) I had a little over 2000lb left. By the time I found the airport I had to do a emergency straight in approach i lowered the gears and flaps less than a minute before touchdown I had 500lb left. But the time my wheels hit the runway I had 380. When I came to a stop I had 300.
  11. Is there an ideal turning speed in the E? The F16 paradoxically turns best at 450knots. Instead of every day logic of slow means sharper turns.
  12. I noticed this too. Almost all the books I've read/listened too have talked about 12 bombs as a standard load out. Be it slicks or snake eyes. But I found it odd that that would mean they could only fly with Sparrows for self defence.
  13. Been BFMing all day in the F4. And not won a single round. I've flown against MiG19(that only had guns) against MiG21 with R3Ss Flown against F1 Mirage (full specked out with Magic 1s and Mantra. I've tried it all, vertical in all various angles. 1 circle, 2 circle, yo-yo, scissors, split S. I'm sure if I flew with 9L or M, and 7F or M I could win some of the fights. But with Bs and Es I never get a chance. I can "win" the first turn and with Ls or Ms it would be relatively easy. But once the MiGs or F1 leaves my gun sight after the first turn. I lose it, some times I can keep them at bay for a little while. But they always get me in the end.
  14. Half the time Jester can't get a proper lock. If you spot the enemy visually put the sight on them. Go to cage. Hit auto acquisition. Hit heat, once you get lock change to radar. Fire, follow the enemy and you'll usually hit even with E2 Sparrow. It gives you "1 free kill" before you get into a dogfight.
  15. Yes, as much as possible against the AI on a dogfight. Sparrow jus go ballistic off the rail
  16. Tired that. Missiles never even try and hit the enemy
  17. How do you even fire a Sparrow without a proper lock?
  18. I actually asked on Facebook before the release of the F4 if it still had it's navy pedigree in relation to the undercarriage and hook. Was told both had been changed with the C model. But I guess only the undercarriage had been changed.
  19. Looks like the same effect as all rifle caliber guns have(infantry, mini guns etc) this is ED thing and not something 3rd party developers can fix.
  20. It would "simply " require that damage modeling on the hook on none carrier aircraft to correct. The hook on the F16 would not withstand the use on a carrier, neither would the F5s. Someone said the hook on the F15E is more powerful than on the F16. But I'm doubtful it could stop the giant beast that the F15E is.
  21. Anything with a hook can land on a carrier in DCS. Even if the hook would just be ripped out of the aircraft
  22. So you can fire of a Sparrow in cage mode simply holding the pipper over the enemy aircraft and fire with no lock at all? And the missile guides?
  23. As it is is now the AI ground units with disperse under fire on. Will react at the speed of a computer (so speed of light basically) Now imagine you are in the middle of a 30 vehicle column and a P47 starts blasting the back of the column with rockets and .50 cals. A human would not instantly just react to that and turn of the road. There would be confusion. Is this an attack, where and what? Is it better to turn of the road or try and speed up and drive as fast as you can. I would say anything less than 10 seconds would be overestimating the reaction time of a driver in a situation like this. So would it be possible to add a timer? So you can choose anything from instant to say 15 seconds?
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