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Jetliner

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Everything posted by Jetliner

  1. Likewise. I’ll try it on some barebones missions for better tracks too
  2. I did. You said it was too long and full of scripts...........
  3. The entire post was meant to help me understand why I would want to get back into the 18 over the 16. I wasnt saying the 16 WAS better I was saying I wanted to hear reasons why you 18 pilots feel its better so I can understand its role in todays battlefield. Anti-ship is one I didnt consider but in fairness I havent been in any missions where there are ships to begin with so that would explain why I didnt consider it.
  4. Hey all, F16 addict here. I own the F18 but aside from some very basic training I quickly gave up on it when I felt it was just really slow, sluggish, bled speed insanely fast for not much maneuverability and didnt offer anything extra that the F16 couldn't already do and in my opinion - do better. I imagine there is something I just haven't found out yet since I have 10x the hours in the 16 than I do the 18, so I was wondering if anyone could explain to me what sets the F18 apart from other multirole fighters for them? We can avoid carrier talk as thats an obvious one but besides carrier ops - why do any of you pick the 18 over something else? I could use some motivation to try it out agian.
  5. Interesting. In creating my track I ran the mission 3 times to get the most direct hit example and all 3 times it was ineffective. Strange to have two different results between us.
  6. I’ll try that. I do know there is a decent AAA battery in the area as well and an SA13 helping guard some of the immediate area so it may just have to boil down to sniping with HAARMs however unrealistic that may be.
  7. Ahhhh god I would hate to be a software dev thinking an issue is one thing and it’s entirely something else. Props to these guys.
  8. JSOW damage.trk Attached track of what I would consider a fairly direct hit with 2x JSOW on SA11 site with not so much as a damage report let alone a kill.
  9. JSOW damage.trk Heres the track ^^ Cross posted in Bugs just in case.
  10. Ill go run the mission again and save it.
  11. I had the same result on an SA11 site. Bomblets everywhere but no kills or damage.
  12. Hey all! Been playing Liberation and using it to really learn everything there is to know about the planes I like but its finally time to disable my first SA11 site. After a bit of research I found that each launcher is also a track radar and therefore the entire site needs to be leveled to eliminate the threat. Now, I could obviously just lob 4 HAARMS at a time in there and clear it all up but its just not realistic and I'd rather avoid doing it that way - so I was curious what the strategy is with 1 command vehicle, a snow drift, and 4 launchers? I tried a JSOW but, dropped in pairs they didnt seem to have any effect somehow and the only other things I can think of are sadly, lobbing HAARMS, or trying to trust the AI to SEAD which... ha ha... unless I want to buy all those aircraft back next turn. I'm open to suggestions.
  13. Haha! Awesome, blast from the past no idea how you found it but thanks!!
  14. Years ago I found (and I’m sure it made its rounds on this forum) a video called Duality made in what was probably Lock On at the time but it seems to be gone from everywhere I looked. Does anyone have a secret stockpile for this video?
  15. I’ll have to look into that!
  16. Would honestly just like the ability to drag the game to my second monitor without needing to always swap which is my “main” monitor so the game will open on the right one. A standard windowed mode or the ability to choose the screen the game is on is all we need.
  17. Yup, noticed these issues too on that mission. You shoot down the anti ship missile and nothing progresses. If you fire your other missiles, or use your last missile on the anti ship missile - you get a mission failed dialogue saying you're out of ammo and cant destroy the remaining targets but it never progresses to those other targets. The Maverick mission has issues too. The OSB takes 3 presses to get to "Area" mode and the mav still always aims at whats beyond the bridge they have you destroying no matter where I try to aim so its not progressable either.
  18. No argument there. But I’ve done exclusively air to ground planes all along. I was either going to learn the 15 or 16 as my first air to air platform.
  19. Awe man bad time to decide to finally fly the 16. When I do manage to get TWS to work, the 120s just usually end up flying after the same target as well. Drats
  20. I waited a long time to get into the F16 as it’s my favorite plane of all time and I wanted to make sure I had time to dedicate to learning it. That time has come and I’ve been starting all the training missions - however much to my disappointment they are very poor. It seems you’re kind of directed toward the manual to get all the basics down and only supposed to use these to implement it all but that wasn’t my idea of training. Maybe I’m the asshole here haha. Even then either it’s extremely buggy or I am doing something wrong. Radar contacts rarely appear until they are quite close and locking them is a whole different issue. Once they pop up on radar (only within about 20nm) trying to lock them with TMS up (or TMS right in the TWS mode) only works about 50% of the time. Then in the same TWS training it tries to tell me that I’ll be able to tell what bandits my wingmen are attacking via the datalink? I waited a long time to see something that would identify that and finally just fired my missile only to see we all engaged the same plane. Am I using training for the wrong reasons? Are these more “practice” or is the training just not a focus until it’s feature complete and I should turn to good ol fashion reading.
  21. And so you can continuously fight without having to go back and restart a new plane on the ramp after each kill or when empty.
  22. A wealth of information you guys are. Thanks so much.
  23. Ive tried googling this but cant seem to find the answer to my question so I turn to you folks. For training with stuff like, for example sake, a Sidewinder that has a blue, yellow, brown stripe (so inert warhead, active seeker, and active propellant) how does that work? Does the missile track the target and just ram into it, or does it only get enough propellant to get off the rail and then eventually just crashes into the ground to help pilots simulate rocket launches. Or, is it all run internally where once you press fire - the plane basically runs a simulation to calculate if you would have splashed or not? Cant someone shed some light on "training munitions" for me, essentially? Thanks! Im assuming anything that actually comes off the rail is going to be a live warhead for live fire practice - but at what? Drones? And anything with an inactive warhead I assume they bring back to base instead of wasting the money on the seeker and such.
  24. It was this. Once he said he can get it like 10 feet off the ground with 15 degrees of flaps but it slowly just sinks back to the ground I've flown enough warbirds to know takeoff stalls are never gentle little descents back to earth. I immediately told him to check game mode and sure enough.
  25. It doesn't get going in any mission. Training tutorials nothing. Full power he +12 full props 15 degrees of flaps even, 100mph and he runs out of runway no matter what he does. Sometimes he will get it to rotate but it's too slow to stay up. It's like he's way overweight.
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