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FrostLaufeyson

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Everything posted by FrostLaufeyson

  1. Sorry, the title might be a little confusing. What I'm trying to say is that I'm using Opentrack for head tracking, but the game seems to have a lot of restrictions on head movement, I'd love to get my face close to watch the DDI, but at this point I'll notice It felt like I was hitting a wall of air. This makes me have to use the zoom function, which is very troublesome. I've heard that VR doesn't have this kind of restriction and you can even stick your head out of the cockpit, but I don't have a VR device. So is there any way for me to break this limit in my current situation?
  2. Chaff is now more of a psychological comfort
  3. At first I thought chaff didn't work at all, however I've seen missiles attracted to chaff in Tacview more than once (but it's been a while, I can't remember what type of missile was drawn away by chaff) . Having said that, I still don't really believe in chaff. As Foka said, missiles like AIM-120 and SD-10 are hard to be attracted by chaff, we should be more worried about IR missiles. Usually when I see the trajectory cloud of an IR missile, I manually and quickly throw the flares one by one, until the trail catches up behind my tail. Moreover, the effect of flares is particularly obvious when you attack the helicopter, and the missile is easily attracted by the flares of the helicopter. So, it's better to bring 120 rounds of flares. Edit: I haven't tested DCS chaff and flare too much, so I need some videos explaining DCS mechanics to understand as well
  4. First you have to understand how active radar missiles work, just watch a few videos and you'll understand. As far as I know, the working principle of radar in DCS is all tied to Doppler. When you are facing the missile sideways (flank), releasing the chaff will have a chance to divert the missile, because at this time it is difficult for the radar to distinguish which is the target between you and the chaff, and when you at the position of hot/cold , it is difficult for the chaff to deceive the missile. And avoiding active radar missiles relies more on correct and appropriate maneuvers to consume the remaining energy of the missile, and chaff is just one of the means. For IR guided missiles, you need to turn off the afterburner and throw a few more flares to throw them off. The trick is figuring out how to spot this non-warning missile, so actively throwing a couple of flares might help you survive when you're at a distance where you might be hit by an IR guided missile. Some aircraft that need to perform CAS missions may have a missile approach warning system, such as the A10, which is very useful. But our F18 doesn't have this system.
  5. The first time I saw the launch of my own surface-to-air missiles in the PVP server was also very shocking. At that time, I was at the airport preparing to take off, and when I was taxiing, I found several white smoke rising up. You don't even know what words to use to describe this scene except shock. And it's the same feeling when frigates intercept anti-ship missiles. If you have the chance, go for those missions where a dozen or so players are involved. You‘ll see several squadrons of aircrafts drawing white smoke in the sky. Very beautiful.
  6. It depends on the situation, but using 65F should be like other TPODs, it needs to render one more screen, which should consume more GPU resources. In particular, the place you need to attack has been bombed by someone else with CBU-105 (the terminal sensitive bomb will cause serious frame drop), if you are not looking at the destination at this time, but the 65F or TPOD is looking at the destination, then also will result in dropped frames. Because they need to render an extra screen.
  7. I really, really, really need the DTC function
  8. Your post is about to be moved to the Wish List section. ED is currently busy developing the remaining functions of the F16 and the release of the AH64D The remaining features of F18 will be shelved for quite a long time, from my personal point of view, I already think they "abandoned" F18, the last few updates have been fixing bugs in F18. Every time ed promises, some of them are not realized So on the good side, these features are what they promised, and we'll just have to be patient. But on the bad side, it's not known how long it will take.
  9. It looks like you were hit by ground fire You can check if the numbers on the bottom center of the DDI and AMPCD are increasing, I remember this is used to confirm that the electronics are working
  10. MAVF can actually launch and hit the target at 22 TTMR? I'm a little confused now how these weapon countdowns are calculated. Because when I use JDAM, even if I just put it into "IN RNG" or "IN ZONE", it will deviate from the target because there is not enough speed. I need to go deep into the launch range for a long time before throwing it to guarantee a hit Paveway's AUTO mode, on the other hand, seems to delay the release time to give the bomb enough energy to turn. So how Mavericks calculates the countdown for weapon release, it's confusing to me.
  11. Ok, thanks for reminding
  12. Thanks for your patience You're right. The maverick of F18 is too powerful for tanks. But DCS is just a game after all, I can't expect its damage to be used for anti-ship. I wish ships had better damage models. These classified issues... They give me a headache. I'm really curious about hornet
  13. Guys I'm really wondering now how the MAVF on the F18 looks like in reality. Because the current MAVF is really a mess. After a lot of training, I‘m now able to destroy four moving tanks in one dive attack. But I think the operation logic of MAVF shouldn't be so confusing. Typically, I use TGP to assist MAVF in finding targets. MAVF is very inefficient without the pod, because in F18, the next MAVF doesn't look where the previous MAVF was. However, there are many inconveniences in the process of MAVF's subordination to TGP. Taking my trk file as an example, my left DDI is MAVF and my right DDI is TGP. When TGP starts to track a moving target, press TDC LEFT, MAVF will receive a fixed coordinate that will not change, and the rotation of MAVF's perspective takes a long time. After the rotation is completed, it will also automatically attract nearby targets. Therefore, when locking a bunch of moving targets, it is easy to lock the wrong target. (TGP locks on the first target, MAVF locks on the second due to too long camera rotation.) Then no matter how you press the CAGE key, it can't find the correct target. (It just re-points to the coordinates it received when it was just slaved.) The only thing you can do is TDC RIGHT -> TDC LEFT -> cage -> uncage. This way the MAVF will receive a new coordinate and rotate, since it was already nearby the last time, it is easier to lock to the correct target this time. Now, we still have the bug of not being able to slew after slaved. In addition, the logic of TGP is also very inconvenient. The mode that can track moving targets cannot slew, and the mode that can slew cannot track moving targets. All this makes the F18's MAVF very difficult to use (But it's still my most common weapon for attacking moving targets in PVE). Does all this really happen in reality? I also heard that MAVF has SBST mode and TBST mode in real, what are they? Will this be simulated? weird maverick.trk
  14. I've encountered it too, I thought it was a problem with my operation
  15. There has been a lot of discussion in this post. I think there is a bug in CCIP at present, and the hit point of each bomb is lower than the crosshair. The following two trk files are some of my test demos Judging from the current situation, it is better to throw a few more CBU-99s ccip not accuracy.trk ccip not accurate.trk
  16. The heading on the helmet does not change when switching between HDG MAG and HDG TRUE options in HSI->DATA->A/C It only works in HUD and HSI Helmet heading display bug.trk
  17. Maybe a similar question to this thread, but I noticed that if an aircraft has ECM turned on, my radar can lock onto enemy aircraft on the ground even in SIL state. I've inadvertently locked onto air targets several times while on the ground, the last time I noticed was my teammates turning on ECM. Not sure if ECM is the main reason for this RADAR ECM BUG.trk
  18. It is very likely that the radar does not see any enemy aircraft because you have not manually adjusted the pitch angle of the radar. What you see on the radar page should be the information transmitted to you by your teammates through the data link. As far as I know, the real F18 should automatically adjust the pitch angle when you press TDC on the target enemy aircraft. But not in DCS, this is very, very, very affecting combat efficiency.
  19. If you have no other questions, I will report this as a bug next Monday
  20. I see your post has been on hold for several days But I suggest you have to upload a trk file anyway Otherwise, they seem not to want to deal with this kind of issue without evidence
  21. This is the problem that has been bothering me for a long time First, as long as the targets are moving slowly enough, as the person above said, the radar won't be able to sense them. (But many people say that helicopters should have a large RCS and thus be very easy to detect.) Second, the AIM-9 is easily jammed by flares, I wouldn't even dare to launch the AIM-9 from a location 1 nautical mile away. If the data link shows the location of the helicopter, then you can use the AIM120's Mad Dog mode to hit, but it's also easy to hit allies. (I've been accidentally killed by my teammates several times because of this) Third, it is really dangerous to approach a helicopter when it has the ability to fight back. You can fly at very low altitude, and then you will find a black spot in the sky. But at the same time, they can easily beat you at such a low altitude. Finally, whenever I ask people how to kill helicopters, they tell me that's not what the F18 is supposed to do. I have tried using AGM-65E, AGM -65L and GBU-12 with radar in GMT mode, plus TGP lock and attack helicopter. For the AGM-65E, I'm not sure if the laser was right on the helicopter, or if the Maverick's maneuverability was a problem, as I've also had a few misses. For the AGM-65F, it can't lock the helicopter at all, I'm not sure if it's the game or it's real. Its reticle will be unlocked after 1 second of closing. For the GBU-12, if the helicopter is slow and low enough, this odd method can be tried. But you have to know that after the radar GMT mode locks on the target, the TGP will look at the ground below the helicopter, not the helicopter. So this method is also inefficient, but you can try it out.
  22. See? I once watched three newbie pilots circle a tank for 20 minutes before firing a maverick If you have an A10CII, you will find maverick incredibly easy to use. But in F18, it's a newbie's nightmare.
  23. There is a question that has bothered me for a long time, can F18 actually configure TOO coordinates for each of the four racks? Because I noticed that TOO1 and TOO2 can be set on the rack and I never use them. In addition, bugs of F18 are already piling up, and in many cases fixing a bug can lead to more bugs. I can only hope that the functions promised for F18 will be implemented as soon as possible.
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