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Posts posted by Divinity10
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Looks like you have everything set up right in the cockpit. I'm seeing your control issue, right up to the point that I take control of the aircraft. Once I do that, she levels off and flies normally. Must be a setup problem with your stick. Check your Axis commands and, just to be safe, delete all of the axis commands for each controller in your setup. Then, go back and manually assign the axis commands to the controller and axis you want them to come from. Double-check the buttons that are assigned to your pitch and roll trim too. I know that with some sticks, DCS will set its own defaults, and sometimes it does weird things like assigning aileron or elevator controls to a throttle axis, and vice versa. The behavior I'm seeing in your track reminds me of what happens when I load up the A-10A and try to fly that without editing its controller profile. The default axis assignments are all screwed up.
You're a star! For some weird reason, my steering wheel (for the rudder pedals) had secretly assigned itself to roll. I was fighting that the whole time! I hate it when games auto-assign axis haha. Not sure why that wouldn't let me alter the trim tabs but I'm not going to question it ha.
Just disabled the sneaky axis binding and she instantly self righted herself. I was so focused on the trim settings that the roll axis hadn't even occured to me :doh:.
Thanks for your help Eaglecash! :pilotfly:
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I'll fire it up in a little bit and see what I can find.
You're a gent, thanks Eaglecash.
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Hi Divinity10,
Do you have a track you can post here? Maybe one of us will be able to see something you might be missing in the cockpit.
Hi Eaglecash,
Thanks for your fast response. Please see attached for a quick inflight fast mission track. I've not adjusted any switches such as Emergency Trim Override on this track.
Note that the trim tabs appear to be fully extended on the wings. Nothing I do can reset or alter them.
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Hi everyone,
Back to DCS from a long break and it appears my ability to trim the A-10c is gone. I've got long hours in the A-10c and more than used to trimming so I'm pretty confident it's not user error. I've tried using the default keyboard controls, reassigning it to my stick and tried rebinding buttons. I even followed some older threads from patch 1.5 who said they had the same problem. Turned off FFB in the controls (I have a non-FB Stick) , tried switching to emergency trim override, pulled the trim fuse from the board and reset trim while holding the plane level. Literally nothing is working. No matter what I do, the plane rolls to the right around 45 degrees. If I manually level it off using the stick, it lifts it's nose until around 125knts and then begins to lower. Flaps are retracted and I've tried in both ramp start and airbone. Same result.
Is this some kind of funky new bug and has anyone had the same issue who found a fix?
Thanks everyone.
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Hi everyone.
I have just been playing around with cameras in a track I made. Whenever I use Free Cam however (Ctrl+F11), it starts automatically pulling away from the target.
1) I have disconnected all my joysticks and restarted DCS. - Didn't solve the issue.
2) Disconnected my Mouse during the track - Did not resolve.
I have searched around for answers to this but most people appear to have a static camera when they enter free cam. I just can't get this camera to stay still!
Anyone had this or know how to resolve it?
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I'm having a strange problem with the laser on my TGP pod being a bit temperamental. Even when perfectly lined up and not during INR, the laser occasionally refuses to manually fire. Even during 2oclock and 10oclock targets. It only does this now and then, but when it has, I've tried all sorts of things. I thought it might be cloud cover disrupting the laser so I've tried dropping to 5000ft and still the same thing happens.
TGP is on, Laser is on. Latch is off. Target is at a clear angle for the TGP. It will sometimes flash L and then cut off, even when the target is in direct view. I have dropped quite a number of laser guided bombs without problems yet this one tends to crop up on occasion.
Are there any other conditions or criteria to look out for which could cause the TGP laser to not respond?
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Yeah, it does seem strange, but I guess once the missile is fired, the launching platform doesn't really matter - it's all down to missile design. Maybe while designing for weight and ease of use, they just got lucky with the design of the Igla-S?
I'm hoping people who follow such things will be able to chime in here.
My best guess is that it's actually kind of difficult to effectively deploy MANPADS. I mean, you send a guy out to a forest on a hill somewhere where maybe an enemy aircraft will come by at some point, but what's the chances that when it does come by the guy will actually be alert and on the ball enough to get a lock and fire before the plane is leaving effective range?
In the sim we can really only place well-trained, motivated, effective MANPADS operators. Maybe it'd be interesting to have them start disabled, and only have them become enabled after you've been in proximity to them for a certain amount of time. That way if you're just flying past, at worst they'll be taking a shot at your tail from near maximum range, but they'd still be a deadly threat if you decide to hang around an area.
Yeah that's a very good point about the IGLA user not always being alert, never thought of that. I can imagine target identification being a bit tricky as well.
I like your idea of having the MANPAD's start disabled.
Read this: Warthog: Flying the A-10 in the Gulf WarA very interesting and dirt cheap book.
The Hogs were safest at night. The enemy couldn't hear them when above 5000 ft. Sometimes they got shot at by SAM's (SA-2) and the trick was to spot the motor flame before it burns out. I don't remember reading anything about MANPAD's at night but in daylight it was a different story.
Ah thanks alot, I'll look into it.
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If I remember correctly Hogs had the most problems with MANPADS during Operation Desert Storm. If you were lucky and it was at night you might spot the flash of the launcher but besides that there wasn't anything else. I know of at least three or four pilots shot down by Iraqi MANPADS. As for the Hog < MANPAD debate sure if I'm in its play area. But when I am at 13,000 ft. Helenkova and her MANPAD arsenal can't really do anything. If you know where they are at a GBU will solve that problem. ;) I always run CMS programs while ingressing and egressing though regardless of whether it's a gun run, bomb run, etc.
Ah interesting, I'll look into the downed pilots. I take it they used the A-10A in Desert Storm then? Since the C has the launch detection (The module on the rear of the A-10C, between the rudders right?). Would an A10 actually engange a MANPAD with a bomb or AGM if it spotted it on the TGP? I'm always interested to know what the air force are willing to use on infantry or if there are any limits to the cost of the weapon vs the target cost/importance.
Evasion techniques aren't really any different from any other IR-seeking missile launched at you at close range:- spam flares like they're going out of fashion - they probably won't help against an Igla, but they might, so it can't hurt to try
- try to run away from the missile - only really viable if it's fired from long range and you already happen to be running away from it
- try to run the missile out of energy by making it work hard to reach you (put it on your beam, pitch up and down) - again, only really viable if the missile is fired from far enough away
- try to run the missile into the ground - usually difficult to do without running yourself into the ground due to the short range they're fired at, but sometimes this will work (however: it's very likely to make you an even easier target for the next missile)
- try to outmaneuver the missile by turning tightly into it - difficult, since the missiles are designed to outmaneuver you
Thanks for the points there. I've just been testing evasion for a couple of hours. It seems after it all, for me that the best way to dodge them efficiently is to check the direction of the launch and then evade in the opposite direction so hard that the plane almost stalls and sort of falls a little. The IGLA's final moment before it impacts seem to really dedicate itself to a straight line so if you can turn just in time, it flings past. Like you said, a second launch is lethal but generally you're out the area by then or at least have your ass to the target. Gotta say though, those IGLA's....they really know how to ignore flares well.
I put myself up against a couple of different SAMS throughout the test, as well as IGLA's and out of all them, I found Strela 10/13 the easiest to survive. The stingers came second easiest for me, not because they weren't addicted to chasing flares, but because their launch range makes them a factor harder (but not by much).
I'm going to try having a Strela 10 launch at me later while I'm in 50%- of it's engagement range. That should boost up the challenge quite a bit.
Yeah, I found that one out the hard way. I would have thought a SAM vehicle would have been deadlier but it seems the shoulder mounted IGLA really does trump it in everything but range.Even if you do everything perfectly, the best you can hope for is to change the odds from "certain death" to "almost certain death".
Yeah the IGLA really does seem to give you very little chance of surviving. That's not a complaint, I'm just surprised how efficient it is compared to the oh so popular stinger.I think the point being made is that warfare isn't "fair and balanced" - there doesn't have to be a way to get out of every single situation you find yourself in, and sometimes the only viable course of action in a particular situation is to die. There's things you can do to increase your chances of survival from 1% to 5%, but it's still pretty bleak.
The purpose of air defenses isn't really to shoot down enemy planes, but to prevent those planes from being able to strike your valuable assets in the first place. So if you're in a situation where mid/high-altitude SAMs are preventing you from flying outside of MANPADS range, and the enemy is suspected to have sufficient supplies of MANPADS that flying low 'anywhere' will put an aircraft at risk, then the AD has done their job: the target cannot (safely) be attacked by aircraft.
Realistically, your side will assess the likelihood of low-flying aircraft reaching the target, and decide if the target is valuable enough to be worth that risk. If they commit to attacking it, some losses are to be expected.
Oh I can definitely see the mission being based around the level of air defense threats, it's just hard to imagine they can accurately guess a target has 3-4 IGLA's hidden around somewhere. Not saying they can't, but I imagine it's a hell of a task in comparison.
I take it in modern day Afghanistan etc, the threat from AA/AAA is pretty low? I've seen a few video's and like someone previously said, Restrepo where they call in CAS, however not all them seem to flare on Ingress and they are easily within SAM range. Are the expectancies of insurgents having such tech pretty low? I can't imagine stingers are too hard to come by these days, especially since the ol' CIA gave them a fair few.
To be honest, when I was making the missions I underestimated the effectiveness of the IGLA. I was expecting it to be somewhat similar to a stinger.From a game point of view, the mission designer needs to design a mission that is fun to play. For most players, that means that success or failure is largely (or entirely) determined by the player's skill, not by a roll of the dice. This basically means that if you want your mission to be able to be completed by the player, there must be some kind of vulnerability in the air defenses that can be exploited by the player to allow them to complete their mission.
So what I'm trying to say is: putting MANPADS is random places that the player is likely to fly through without warning the player is kind of a dick move. Yes, it's somewhat realistic, but it's not much fun. If you create an impenetrable air defense network, then the player will not be able to penetrate it.
If you want to make your mission 'exciting' for the player but still survivable, you need to ensure they're being fired upon by less effective weapons. Replace the Igla with a Stinger and merely spamming a few flares will put the odds of survival on the player's side. Alternatively, you can design your mission as a puzzle for the player to solve; but for that to work, it needs to be solvable. "You have to fly low or you'll be shot down, but if you fly low you may by shot down completely at random" is not really solvable.
I agree that most people wouldn't like a hidden ton of AA in random places but I only make the missions for myself and I find hiding a SAM on a hillside halfway down a waypoint lets me get more effective at unexpected launches. I think I may change them to stingers or something however as IGLA's really are rage quit material at times lol. Although if I get good at dodging IGLA's, dodging other AA will be a breeze in comparison.
I base most of my missions from Middle Eastern operations anyway so rarely is there even AA in a mission, and if there is, it's a stinger with a group of infantry somewhere.
- spam flares like they're going out of fashion - they probably won't help against an Igla, but they might, so it can't hurt to try
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Modern MANPAD > Hog. So in a fight the money is against you from the start. What you are left with is trying to minimize the chance of being fired at. These things that keep you out of harms way are the valuable bits of information that should be ingrained, instead of trying to dodge bullets.
I try to fly as if I actually care about my virtual self and jet, keeping myself and the jet in reusable condition for as long as possible is priority #1. If I can't kill something with an unfair advantage, I will just have to leave and come back when I've got the advantage.
I agree keeping out the firing line is important but sometimes things don't go the way we plan, hence my initial question. You can have knowledge ingrained and you're still going to get launched at from time to time, even if it's incredibly rare. This thread is based on what people do in that situation.
As I said in my original post:
Anyone got any evasive technqiues to dodge these buggers? Normal SAMS are fine, but IGLA's...So annoying. (Not getting in range would be the top idea but I mean for when they manage to get a drop on you). -
Your MLWS tells you direction. That's it.
I know. Still, people may have found other factors which helped such as the one person who mentioned getting low to the ground to hopefully cause the missile to hit the ground. Information such as that can be handy, if not just for me but for anyone else with the same quesiton.
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Yes it does. It is a target. Targets are defended. The surprise should be 'oh, there was no defense there' not, 'ZOMG IGLA!'.
Again though, you seem to imply all AA is at the target location...
Yes assume all targets are defended, I agree, but an IGLA on a tall hill way from the objective is rather unpredictable. Being ready for one and knowing where one will be are very seperate issues.
Then you're not up to snuff yet, young padawan ;) You assume your target is defended. You don't care where the IGLA physically is located because you cannot know. Instead you plan your approach to give you the safest ingress and egress options you can get. Everything, including how far you gun the target from and how fast you break after gunning is designed to save you from those things, or at least give you a chance.
I find assuming "I'm not up to snuff yet" to be rather patronising considering I never even initially asked how to avoid being lauched on. I do assume targets are defended but it's still down to assumption.
I can avoid being launched on when I know they're there and if you don't KNOW they're there, it's down to assumption which still, no matter how good you are...will be delayed in response time.
Of course it's a factor. If I know there's an IGLA at my 9oclock...I'll keep my distance from it as much as possible and be ready to turn to 3oclock incase of a launch. Knowing where the missile is coming from is rather handy knowledge pre-evasion.I don't need to. I'm a sneaky SOB when it comes to placing SAMs, and if you put'em there, I'd have probably put'em there so yes, I have a few ideas about where they might be. Do I need to know exactly where they are? Again, no. It'd be nice, but that's not in the cards, and it shouldn't be a factor.
Agreed. I'm confused on where you thought I said otherwise.Right. Fly high is just option #1. If you have to go low, things get trickier.
I do jink automatically, but it's happened on more than one occasion where I've jinked INTO the direction of the IGLA so that's why I tend to dive hard first and put a turn in as soon as I've found the direction. I find this has kept me alive more times than the former.That's the purpose of an ambush.Train yourself to JINK when that missile launch warning comes on. Don't think, do. Forget that you have to line up the gun, shoot the target, drop the bombs. JINK. ALWAYS be ready to jink. Never, ever assume that this IGLA is not there. Heed this and you won't be spending any time realizing anything
Trust me I'm always ready to get out of there, but I think blindly jinking is a 50/50 chance when it comes to IGLA's.
I never assume any target is undefended and I never even mentioned half the things you assume I didn't know. I appreciate your input but I find some of it is kind of patronising.
Anyway....
All I was asking for was other peoples techniques on evasion in the case of an IGLA launch.
I agree with automatically jinking but I personally prefer...personally...to know the direction before I commit fully.
With normal SAM's I fully agree with you and do jink instantly...but with IGLA's you've got seconds and don't have time to turn back the other way.
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Of course you know it's there.
Why of course? IGLA's are almost invisble from the sky and could be anywhere. Just because I approach a target..for instance...a truck...doesn't automatically tell me an IGLA is there :/.
Approaching the target - check
Probably from an expected avenue of attack - check
What have either of these got to do with knowing an IGLA is there? If I download a custom mission for instance or make my own mission and get a friend to place IGLA's...how would you just "know". Unless you play with labels and don't have hidden IGLA's on the mission planner, then it's pretty difficult to know. I don't understand your logic there at all.
When I create missions I don't place all my targets in one big convenient lump. I'd be impressed if you could spot an IGLA and a couple of AK infantry in a forest from the cockpit.
You find yourself in need to dive low for whatever reason. Could be gun run, iron bomb run, engine problem, medium altitude SAM.
Uhm...I agree. It was someone else saying "fly high" and equally simple answers who I was refuting. It's not always that simple.
Your CMS is not in AUTO at this point because ... what?Another assumption. Auto or not, if the IGLA fires from your 12oclock, those flares are rendered almost useless. Yes, I would evade as quickly as possible, but as I said, there's about 3 seconds to do all this in. When you're not expecting it, most of that time is taken up by realizing what's happening, figuring the launch direction and then turning to evade.
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Well, yes, but my point is that this goes for the vertical too. You can be above the target or launcher without being at risk from MANPAD.
Obviously though, this is a truth with modification - the battlefield scenario may prohibit this, but that's the case where denial-of-shot comes into play.
Yes you can go above the target, that's common sense. The point is, sometimes you might not know they're even there and can catch you unaware in a multitude of situations. It's hard to believe you don't drop below 11500feet in any situation other than landing or taking off.
Yes denial of shot is nice...if you know where the IGLA will be. If you don't know there's one there and flare the entire journey, you're going to need more than 260 flares (that's if we sacrifice all our chaff).
I would have thought that you'd be pretty daft to want to ingress/egress to target at less than 3500m AGL in any COIN Ops........Just waiting to take a MANPAD in the teeth.When dropping JDAMS or firing Mavs etc yes, it's good to stay about 12k ft+ but that's closing off any other scenario.
Just visuallising it my head now, but 12000 feet...during an gun run (for instance)...it's going to be difficult to see what you're doing, let alone if you're even aiming at the right target.
And that's a damn steep attack angle. I'd say by the time you've dived...spotted the target, aimed and fired off a decent burst, you're going to be way below the 3500m mark.
Haven't actually tested yet, but I can imagine almost any target you attack with the cannon is going to put you in the killzone of an IGLA. Even if it looks like nothing more than a couple of trucks an infantry, there still could be an IGLA hiding within a mile or so of that.
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He is. :)
But yeah, my spontaneous reaction here was: "why are you getting within 1.5 miles of a hot zone"? That should be restricted to desperation-moves, and then you should assume missiles are headed for you and spam pre-emptively. Remember: it is always better to deny the shot than to evade it.
Oh I agree, but I'm practising for such events as ambushes...or hidden Igla's out from an objective. The cannon is pretty much at it's most effective at 1.5 miles and under and at a 30 degree bank if I'm not mistaken. When I make my missions, I tend to add in AA/AAA away from the main objectives etc, such as a hidden samsite in a forest 5 miles from the designated objective. Makes missions less predictable.
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Igla is small and quite fast. I wish they were like Stingers, easy to evade even by one flare :)
If you fly A-10 you have easier you can turn away spreading flares out.... in Su-25T flares go up (really weird idea -.-) and by that they aren't so useful. Try doing what need to be done. Flares and many manoeuvres it is all you can do. Sometimes you can use altitude to aim missile hit the ground by flying steeply down after missile had been fired.
Yeah they're right lil' bastards to shake. The only way I've managed it so far was by turning + diving so hard I almost stalled lol. Better than exploding I guess. I'll give the steep dive a go though, thanks.
I think the main defense is to guess when you may be engaged by these short-range IR missiles, and start popping flares before you enter their engagement area. That's why the classic videos of e.g. Hind gunships always shows them spewing flares when they make their runs. You can diminish the ability for the firer to even lock onto your aircraft by doing that.I'm not sure how exactly it's modeled in DCS, but if you're up for some experimenting, it could be interesting to try out various combinations of # flares and release intervals on ingress to see what effect it has on Iglas.
I also wonder how accurate the implementations are. Stingers seem almost trivial to evade compared to the Iglas. Is the Igla really that superior?
I did a load of test runs earlier with flares etc, it's insane how often they just ignore flares and just take half your wing off or engine. I managed to dodge a few of them but that was only when I turned before they fired. If the IGLA fired first I was pretty screwed. Even with 4 flares, 0.50 interval and 10 cycles, it still manages to hit halfway through my turn.
I noticed dropping the nose and lowering my engines to reduce their temp helped the counter measures take effect more often but not by much.
I can imagine these having a 99% kill rate IF the pilot isn't expecting the IGLA...there's literally zero chance for evasion. By far the hardest AA in the game so far (imo).
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Fly higher!
I generally do. My question was, under the circumstance where you ARE shot at by an Igla, what are the techniques (if there are any).
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Does anyone else find these much harder to dodge than medium/long range SAMs?
I don't even think it's the missile that's harder to dodge, I think it's the fact they seem to launch around 1.5 miles and give you about 3 seconds to evade. The fact they are infantry makes it even harder as they don't stand out from the crowd like most other SAM's do. No idea what I'd do without using the TGP to check each soldier's weapons.
Anyone got any evasive technqiues to dodge these buggers? Normal SAMS are fine, but IGLA's...So annoying. (Not getting in range would be the top idea but I mean for when they manage to get a drop on you).
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Here is a little fun Idea for the main menue music (see attachment). From Dr. Strangelove.
lol, I'd expect Liz Taylor to be a playable character if this was used as menu music.
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Bucic, thanks for the real ATGM footage. Good to remember what we're shooting for (realism) instead of "explosions that look awesome"
You'd be surprised how often the two go hand in hand.
http://www.youtube.com/watch?v=qYLYAa4LxAY&feature=related
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I don't get why everytime somebody compares the graphics of one game to DCS A-10, everyone goes mad with "OMFG THOSE GAMES AREN'T AS COMPLEX". OP wasn't talking about the gameplay, he was talking about graphics.
Yes it's a game centered around realism, which is exactly why having small explosions draws some people out of the immersion.
Things like this really annoy me. Maybe he doesn't want to play Apache or Hawx...maybe he wants to play A-10 but with an option to turn on halfway decent explosions.If you want the whole theatrical deal go play Apache or Hawx...;)People who compare other games graphics to A-10 aren't saying those games are better, they're just saying what would make A-10 better, and imo anyway, a 2000lb bomb should look like a bomb explosion, not like a ten year old with a fuel can and a box of matches. It seems like everytime somebody mentions even something in any way negative about this game, they get rushed by a crowd of angry, sheep behaved fan boys.
Either way, it's still in beta so we can hope. Maybe somebody might mod some decent explosions in anyway.
Uhm, the player isn't always the one firing the weapons. You've got wingmates...other players online...not to mention mavericks are generally seen in the distance as well.if you think about it in real life if your a pilot when you launch you dooms day weapon you dont get a close up cam of the hit, jsut possibly see the smoke as you pass over.-
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I was actually a bit diassapointed to find out the windsreen clearing controls were no function. Would have been awesome to have rain, snow and ice cover your view.
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I enjoyed it the first time, though I had trouble taking out the buildings on the island and was shot down. I'll be giving this another try and want to say thanks
Just do like Geskes said (10K height) and kill the buildings with CCRP + bombs. I personally mooch around at 12,000+ but tbh...it's just as easy dropping from a safer height like 20K.
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Awesome mission. That one alone had more realism and pulled me in more than the entire LOMAC campaign combined lol. I hope the campaign on release is more like this than the usual "dive head first into 5 SAM's". Sadly I got to the JTAC moment, requested targets and the my game crashed.
I LOVED how Enfield got told to stand down and watch the boats for a while, that was great.
I got a little bit confused though when the coordinates came up but I presumed that was just the next waypoint. Just as a personal opinion, maybe put:
"Enfield 1 go to coordinates [iNSERT COORDINATES HERE]" and then just after put in brackets (Waypoint 3).
Other than that, I loved the mission as a whole. Like someone before said, I much prefer playing as an asset in a mission rather than the feeling of fighting the entire war by yourself that the LOMAC campaign gave.
Hopefully we'll see a campaign from ya? ;D
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i vote for a theater of mexico. we can run the scenario of "if you burn the american flag, this is what happens"
Blind Patriotism...the most dangerous and fanatical of all organised religions.
F/A-18C AAR Music Video
in Screenshots and Videos
Posted · Edited by Divinity10
Hi everyone,
Just thought I'd share a little video I made using some footage picked up from a couple of Aerial Refuelling training sessions with my partner and our friend. After recording footage from some tracks, I figured deleting them would be a waste so I threw them together with the intention of getting used Adobe Premier 2022 (which is why some is recorded in lower res + discord mic overlays popping in). Weirdly, I ended up being quite happy with the result and ended up going back and recording 1440p/60 footage for the latter half of the video.
I hope you enjoy :).
https://youtu.be/0ugSwa1AZDk