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WarbossPetross

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Everything posted by WarbossPetross

  1. Да уж пора бы для всех, а то пока что он есть только у JF-17. Разрабы МиГа заявляли, что после выпуска Корсара будут переделывать МиГ в соответствии с текущими стандартами и возможностями, учитывая, что это, на секундочку, первый сторонний модуль в игре. Понятно, что это большой труд, но кто его оплатит? По прецеденту с Акулой и Кабаном лично я мог бы доплатить, скажем, за МиГ-21ПФМ или МФ, которые, собственно, и имели дело с Фантомом во Вьетнаме.
  2. Jester and Iceman are only referred to in writing, be it documentation or in-game interface. They might be called by name in voiced-over campaigns and missions, but apart from that AFAIK there's not a single line of voice-over in the Tomcat module that needs to be changed to rename them, only some text lines.
  3. Прямых поставок не было, однако в 1991 году перегнали из Ирака в Иран 12 МиГ-23, из них семь - конкретно модели МЛ. А с точки зрения баланса да, грустно и некрасиво получается.
  4. А может, никуда исходить и не потребуется, учитывая, что и Фантом, и 23-ка несут службу плечом к плечу в ВВС Ирана - самых избалованных ВВС в плане DCS. Томкэты - есть. Фантомы - есть. МиГи - есть. Су-25 - есть. Мираж-Ф1 - будет. Ф-5 - есть. Даже Сейбры с шахских времен остались.
  5. Why, most of German fighters that we have (two out of three, lol) are pretty stable. It's Bff.109 where the fun is at
  6. Если в миссии есть GPS, попробуй выбрать на нижнем дисплее POS/GPS вместо POS/INS.
  7. В последнем патче звук сломали, в следующем обещают поправить. Пока суть да дело, можешь поставить мод: https://www.digitalcombatsimulator.com/en/files/3308486/
  8. That's good because it IS Lock On! FC3 modules are essentially Lock On versions ported to DCS engine in order to use the content created all the way back then. I personally started with ED at Lock On Flaming Cliffs 1, still got the disks for that and BS1
  9. Here's an idea I've been having for some time now. Say, we have an SP mission or campaign. As such, it has and has been built around one player-controlled aircraft. What I want to see is an option to control it in multicrew with other players. There's still one single player-controlled aircraft, so the mission itself does not need to change one bit, but you get to use it with your friends. Now this probably needs to be addressed on ED level, but in principle the idea of flying a cinematically directed campaign mission with your friends seems fun AF.
  10. Speaking of racks, in what cases should I dump racks along with weapons? Say, if in multiplayer the base has a finite amount of munitions, are racks also finite? I mean, it does make sense to dump racks as well in order to get rid of their weight and drag, especially if there's a functionally infinite supply of them, but I don't think it's that simple IRL.
  11. Yep, that's the one. The switch to the left is master arm, the switch to the right is the A-A/A-G mode switch.
  12. I'm somewhat grateful I'm not the only one finding this mission almost impossible (the 8v8 Caucasus BVR quick mission is even worse). Don't know about the range, but the definitive intended advantage of R-27 over Sparrow (and Amraam for that matter) is speed. You may reach out further but it will touch you first and with more probability. You may try cranking, that usually gets me through the first salvo so that they can clap me a few moments later. I don't know about going for the nearest target since that's what the AI seems to be fixated on, I normally go for the second or third guy so as not to waste two missiles on one target and let the other guy slip through. You may want to enable the SA screen with the indication of who targets whom, but with air start at this distance I personally can't find the time to do this. Generally I find the Hornet the hardest plane to fight in, and that's between F-16, the Tomcat and the Jeff. It just resists me when I try to do A-A (A-G is fine though). Maybe it's the programmed air start state with countermeasures turned off by default (like, seriously???) and whatnot, the borked radar implementation, some aspects of aircraft performance and workflow or the combination of the above. Literally no other plane causes me this much trouble.
  13. Sorry for the necro (not really ) but here we go bois: https://www.digitalcombatsimulator.com/en/files/3315954/ https://www.digitalcombatsimulator.com/en/files/3318580/ https://www.digitalcombatsimulator.com/en/files/3307854/
  14. MiG-21 has a visor. Toggle it by clicking on the black panel at the base of the gunsight.
  15. Bruh I once managed to choke myself in MiG-15 right on approach for landing because I accidentally CLOSED a valve in the oxygen system that's normally open. Maybe depressurization is rendered in the same blurry way even though it's a different condition and that, in fact, is what OP has experienced. Then there's a Hog tutorial by Ralfidude where he demonstrates the hypoxia effect. I guess that's where ED needs to implement a uniform framework for oxygen, pressure and stuff and 3d-party developers need to stick to it.
  16. The oxygen valve must be opened the entire time when the canopy is closed. The blurred vision effect represents pilot oxygen starvation, that it occurred when you have unsealed the canopy is a coincidence. It doesn't occur immediately because there's still some oxygen in the air, but overtime it does show. And yes, this effect is present throughout DCS in every module.
  17. Not having block 2 beats me as well seeing how hard it is to model the function of OBOGS and increased weight limit down to the standards of people who have never flown a plane in their lives and never will. And that's not mentioning the systems that cannot legally exist in the sim, like IFF, but they do. Equally puzzling is why all of that still matters when we are about to have a realistic simulation of a helicopter that has never, ever, ever been built and never will be, or when we (allegedly) can't have the simulation of MiG-25 because of similarities to still serving MiG-31 despite the hard fact that there's not a rivet in MiG-25 that has not been documented after the Belenko defection, foreign service and whatnot. I just don't get how people can be so comfortable sitting on so many chairs at the same time.
  18. The tweet says that fighters of previous blocks will be upgraded to block 3, so NOT having a block 3 in the sim is what wouldn't be realistic in that case
  19. This post and further down. No comments from Heatblur so far though. And yes, I have seen that as well.
  20. At the risk of off-topic, what other planes work this way? Because I always thought the target is just the initial point. Also does the CCIP mode work this way?
  21. To the right of the control stick there is a small panel with switches for RadAlt, FCR and two chin hardpoints. As stated above, the HTS pod is on the left pylon while the TGP pod is on the right pylon.
  22. φ0 is a mode in which all the guidance is made by the missile seeker. It's a backup mode in case something is broken. RWR deals only with radar emissions, infrared systems (IRST and corresponding missile seekers) don't emit anything that RWR can work with. Helmet, Bore and Vertical modes select IRST guidance by default, so they don't emit anything either, but you can enable the radar to use in these modes as well.
  23. Chuck's guide, page 100, step 44: press and hold the FDS button above the VVI/turn/slip indicator for ~5 sec to align the NPP/HSI/compass on the dashboard. The scale stops vibrating and turns into place so that your magnetic course is at 12 o'clock.
  24. One thing with pricing that hardly anyone talks about here is the exchange rate. The toilet paper I'm paid in has a regular habit of inflating until you can't flush it down anymore. From that perspective it makes a lot of sense to buy things I'm interested in as soon as possible, just in case they stop adjusting my salary someday.
  25. I second that. Turns out SC has spoiled me with folks lining me up for the catapult starting position
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