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R.Z.

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About R.Z.

  • Birthday May 8

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  • Flight Simulators
    DCS
  • Location
    NKG
  • Interests
    Flight Sim, Race Sim, Strategy Games

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  1. Thank you Tobsen & Eightball for bringing out this excellent MOD. I was able to figure out the control settings relatively quick. Definitely recommeding NO curvatures in any of the the axes otherwise it'll be very twitch. Reducing Saturation Y is the way to go unless using high-end dedicated rotorcraft controls or stick extensions. I'm on Orion 2 stick and throttle and a very basic Saitek Pro-Flight rudder setup without any DIY moddings. After a few quick adjustments, I found by using just a tad of deadzone, 50% Saturation Y on ROLL axis, 65% Sat. Y on PITCH axis, and 80% Sat. Y on YAW axis, I was able to achieve reasonably stable 3-foot hover with ease (similar to what I was able to do in UH-1). And as any helo geeks would know, once you've found the "hover button" , the rest of the flight envelop is easy. Some further fine tuning might be needed but I think this is a good starter reference. Very good flight modelling indeed. Good transitional lift dynamics, also nice responsive yet relatively stable control feedback in all 3 axes in normal cruise flight. Although I've obviously not flown a real OH-6/MD-500 IRL but the flight model matches what I expect from this bird. Again, great job from the devs. Much appreciated for the effort!
  2. These look absolutely awesome. I wouldn't mind if the bird and assets turn out to be a payware module, it definitely feels to have the quality to be one. In fact I wanted OH-6A so much I bought an MD-500E in another sim to quench my thirst... But DCS is obviously better to fly helicopters especially one with combat abilities.
  3. This is amazing! Real good work guys!
  4. The best case scenario? Apparently he wants this to be banned by ED, hahaha :
  5. So great for Deka to officially announce their next module! Looking forward to it! Although J-8II family is not my no.1 favourite PLAAF plane, it's probably a close 2nd or 3rd. Finally this would give me an opportunity to show support for Deka when it's released for purchase (JF-17 kinda not my cup of tea), and in the hopes that they or any other dev team might take the endeavor to make a full fidelity Q-5 module in the future
  6. Too true. When I first got the P-51D I initially worried the .50 might be too weak compared to other planes with cannons, but as I worked on my gunnery thru all those missions and campaigns, I came to find that a well aimed 1sec short burst is often enough to destroy an enemy fighter, truck, or even AA site. So it's not too bad at all, just need to be patient and wait for the right moment...
  7. I don't think so. Some units of the night fighter variant F6F-5N have two 20mm cannons and four 50 cals, according to wikipedia. I doubt we're getting that. Some variants of the F4U (-1C / -4B, and -4E / -4N night fighters) were fitted with four 20mm cannons. Don't think we're getting those either, but if we do, I'm going to buy both F4U and F6F modules
  8. So excited to see F6F at the end of 2023 & Beyond video. Finally I'll have a chance to add this one of my favourite piston fighter to my humble WWII hangar with Spit and Mustang. I've been hesitant to decide if I wanted to get the F4U when it's released, but F6F is definitely an instant buy for me. Thank you ED for planning to make this aircraft happen~
  9. I've just played thru Black Sea Revolve last month. It's not one of those "story-packed" campaigns (e.g. any of Baltic Dragon's campaigns), but rather "action-packed", and the approach to combat is quite open, which gives you lots of options for what tactics to choose. For me this was actually really good - lots of replay values. You can be creative with the campaign missions too, like swap to another plane for replaying it. I don't think there'll be any specially trigger that'll prevent us from doing so. Only downside is probably too little stuff outside of "combat" - formation flying for example.
  10. Very nice, thanks~ So KW can do everything Apache does, just not all at the same time and with less ammo, and less button pressing as well (hopefully). This furthers my confirmation in getting this module when released. I've always liked KW over Apache. Would rather get a Cobra for attack helo instead. I guess I'm just a fan for Bell helicopters.
  11. I didn't know Kiowa could equip stinger missiles. Certainly haven't seen that config in any photos. Interesting...
  12. Any reason why supercarrier module is required for this campaign? I mean since the Harrier mainly operates from Tarawa, any chance to just use the free Stennis instead to save cost for potential buyers who don't own / doesn't want to purchase supercarrier module?
  13. Just to report back that this bug seems to be fixed by the latest OB update (2.7.9). After updating I checked it again with UH-1 Argo campaign final mission (night) and both normal and NVG visuals seemed fine now. It was mentioned in the official changelog: NVG image very dark in moonless night - corrected. ED team, thanks for the effort correcting the bug.
  14. I've played thru and enjoyed both existing DLC UH-1 campaigns as well as the stock one, yet this looks most promising. The photo showing prop plane spraying "agent orange" from what it looks like and with UH-1 gunship covering, good historical reference. Hopefully there are AI F-5Es doing CAS as well, just for immersion? Now the only major thing lacking would be OH-6 scouts, for some proper hunter-killer pink team missions. From the description it seems a portion of the campaign involves flying from the left seat. Has it been made possible for AI right seat pilot to actually fly the helo (not just straight and level or circling) and shoot rockets, and player (co-pilot) controlling the minigun and radio? That was how Vietnam era UH-1 gunship worked, and would be awesome if DCS engine allows mission creation this way.
  15. I can attest to this. Just compared last mission from UH-1 Argo and Worlds Apart campaigns (both night missions) in 2.5.6 and latest 2.7.8, the visual with and without NVG were both OK in 2.5.6, while the landscape (especially trees and terrain) was totally pitch black in 2.7.8, even with NVG on. I think similar (Global illumination issue?) happened around DCS 1.5~2.0 era when I combed thru the forums earlier. I wonder how it was resolved then. Lighting in DCS 2.5.6 final release version was just about perfect (or what I used to as "normal"). But, having just read another thread, maybe ED is onto something big regarding night lighting? Something about "dynamic light" was mentioned and the picture shown:
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