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Everything posted by FrostLaufeyson
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When I use the helmet to aim at the target, the I-beam goes sideways and then I need to step on the rudder to get the helicopter on target, which throws my helmet off the target. Next, I was overwhelmed by the shaking of the helicopter, and the I-beam shaked as well. Either realigning with the helmet, or firing a rocket directly as a reference, makes the whole attack a bit problematic. As much as I like to use rockets to attack, they don't work very well in DCS, so I have relatively little practice with rockets. During this half month, I mainly practice hovering and rappelling. But I'm using an Xbox One S controller (my Hotas device isn't around), so there's often a lot of shaking when stepping the rudder. Still need a lot of practise
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Yeah I agree Many weapons cannot be simulated well because the simulation of ground units is not precise enough. Those stupid AI infantry will just stand and fire at you and run a few steps and then stop when injured Machine guns and rockets should be very interesting weapons, but unfortunately, they can only create a "battlefield atmosphere" at present.
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I tested it today, now it's 30nm LHAQ 30nm.trk
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It has been two weeks since the Apache was released, and I also learned about weapon systems, including laser ranging, automatic ranging, LMC, and more. I have learned the functions of both PLT and CPG, but in general I work as a PLT. But I often find the accuracy of the M230 to be less than satisfactory, I'm not saying the bullets are spread out a lot, I know it's an air-to-surface weapon, but they're all offset together. I tried to do the hover, but any shaking in the hover also caused the offset of its hit point (for some reason my Winwing device wasn't around, I used an Xbox One S controller and learned to hover and rappel, so there's always some shaking), but that time I was fighting a BTR at 2200m. Later, I went to find some real life TADS videos. I found that most of the M230's strike targets are targets that will not pose a threat to helicopters, and many of them are attacking at around 1200 meters, and they can all hit directly, but this distance will definitely be attacked by vehicles such as BTR. So, I guess any target that is a threat to the helicopter should use the Hellfire. Also, I've noticed that the shell in the M230 has a particularly large explosion smoke when it hits the ground, much larger than in the DCS, which makes it seem more deadly. And the LMC usage in the real video also seems to be better than in the DCS, I noticed that they were able to stop the crosshair instantaneously without turning off the LMC, just like using point tracking. I don't know if it's a delicate operation that they formed after using LMC for a long time, or it's a problem with the DCS simulation. In most cases, I hover in a safe area and use Hellfire to attack, and I don't use the M230 very much. How do you guys attack with M230?
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I have the same thought as you, if the driver's sight is set to PHG, I think giving a CCIP point will allow us to aim better. Because you're trying to get two things on target, one is helmet, one is helicopter. But I think most of the failure to aim is because the helicopter is too close to the target and can't adjust the aircraft's pointing. So I think keeping distance is one of the main points of rocket attack. At last, don't forget to try COOP mode
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Doesn’t TADS have a system to stabilize or hold
FrostLaufeyson replied to Lowlyslows's topic in DCS: AH-64D
Apache has Image Auto Track (IAT) function, but it is not currently implemented. (but you can find it in the keymap settings and left TEDAC) The LMC function can provide great convenience in the current dilemma. -
w.i.p AGM-154C terminal settings ignored
FrostLaufeyson replied to Ahmed's topic in Bugs and Problems
I'm using the GBU-38 most of the time, so I haven't tested other JDAMs. But they don't have any updates about it, so it should be just as you said, only GBU-38. -
w.i.p AGM-154C terminal settings ignored
FrostLaufeyson replied to Ahmed's topic in Bugs and Problems
Only JDAM have implemented terminal settings so far -
Why did this happen.. This was a very useful function that is now the same as HACQ. . I feel so sad
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Indeed I'm glad to find that there are more than one person can recall this movie
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The Chinese translation team took three days to localize the entire manual. I think it should be soon...
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Many thanks~
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Every time I do a DEAD mission, I always wanted to take the external fuel tank back to the airport, because it is also "property". But every time it is brought to the airport, this "property" becomes a big problem.
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1. There seems to be some difference in the fuel weight of each respawn, about 10700 lbs when light and 11000 lbs when heavy. Does this have something to do with the gravity of the different airports? This makes it appear that Hornet will never have an exact figure for maximum fuel weight. 2. The refueling after landing with the fuel tank seems to be unable to be fully filled. Refueling often doesn't fill the external tank to full, and even drains the fuel. Has this bug been reported? Because this is not only the case with F18, there should be many people who have encountered it. 3. When modifying the time in the IFEI interface, you need to press the MODE button twice. But I guess some of you have noticed that when you press it only once, you get to a weird page, and I'm curious what that is (although it doesn't really matter). The NATOPS Flight Manual Naval Model only mentions that it needs to be pressed twice, and there is no other explanation.
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Already reported
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Although I prefer hornet, but for now, the F16's SEAD capabilities are something I'm envious of So don't be too absolute
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Since the last update to the IR, the brightness of these screens has been high. But I feel like this should only be temporary (although this seems to have been going on for a month or two). But if you have a second display, project DDI/AMPCD to the second display through lua script, you will find that its brightness is no problem. At present, the contrast and gain can only be adjusted manually to make the FLIR picture look normal.
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Get it, thanks
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The realism of the avionics and weapon system simulation is exactly what I worry about. Has the production team stated that they want to fix this part?
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I decided to buy this plane for several reasons 1. It is inextricably linked to my country 2. I heard it was the best cold war aircraft in the DCS 3. It's hard I've been flying an F18 for a few months now, so wanted to try out how the old aircraft works. However, I had no knowledge of the Cold War era aircraft and was not sure if it would be suitable to be the first aircraft to study. Also, I heard that the MiG-21 in the DCS is not simulated very well, and some aspects are very different from reality, is this true? How about the blue side's F-5 by comparison (I'd rather try the red side's plane)? By the way, my stereotype of Cold War planes is: they were all rockets. This might be a lot more exciting than the F18.
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Delay fuze is also an important function I'm waiting for, so far only unguided bombs and Paveway really have this function, other weapons have only an option and no actual function. These functions have been successfully implemented on some weapons, I don't know why it took so long to install on other weapons. At least BIGNEWY mentioned that ACLS is in development, just wait
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Can I get my head a little further forward?
FrostLaufeyson replied to FrostLaufeyson's topic in View and Spotting Bugs
I found your post just before you replied to me and I've succeed. Thank you very much~ The only problem that needs to be pointed out is that when changing the name of the aircraft, it needs to follow the content of the entry.lua file in the corresponding aircraft folder, not the name in the Mission Editor. This cost me over an hour testing this problem. -
Can I get my head a little further forward?
FrostLaufeyson replied to FrostLaufeyson's topic in View and Spotting Bugs
I know, that's what I'm doing now. I'm using Winwing's Orion F18 Hotas, but it's inconvenient to touch that axis, so I'm wondering how to break the head-tracking movement constraints, rather than finding an alternative. Still thanks