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Pavlin_33

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Everything posted by Pavlin_33

  1. Yes FC3 equivalent of this is the "LA" on the HUD: in range + locked
  2. I would love to answer this one, but as you've said it might be going off topic, so I will politely skip doing that.
  3. It's a shot in the foot. People will rush to buy a "super laser", 'cause no one likes loosing. This will cause other side, that is getting hammered, to do the same and the sales will spike. After that it will turn into a F-35 simulator. You can't really hide behind havig options, 'cause the people that run servers have the pressure of keeping them full - see paragraph above.
  4. I mean sure, what I meant to say is that AoA plays the most significant role in creating lift. Current airspeed defines maximum potential lift, and AoA defines how much of that lift is generated. That's why all aircraft have to increase their AoA in order to lift off. Either that or accelerate to "infinity" with the nose level with the ground. Same goes for turning, and in most airplanes level cruise.
  5. I would say: no AoA, no lift
  6. I don't think so, but it is how RL one works. Thats's why we have to rely on 'LA'.
  7. I've heard this lock contrast mentioned many times before, but in all the cockpit videos od Ka-52 it seems that the operator is the one mantaining the lock on target. There is a possibility that the Ka-50 has it and Ka-52 doesn't also.
  8. I think in RL it's easier to see that a tank has already burned, than in DCS.
  9. I sat in a real MiG-29 cockpit and the feeling is nothing like DCS. The real panel is so close to your body, that it felt like I was in an alien space-ship. Night and day difference.
  10. I would like to present my custom-made Mode-Control-Panel prototype. It features: 6 push mode buttons (12 total possible combinations with the shift function) LEDs to indicate current selected mode as well as the shift function mode one push-type rotary encoder based on Arduino-Micro 3D printed custom casing normal and rapid turn mode just like the real life counterparts - allows for both fast (large) and fine (small) selections acts as a virtual keyboard sending keystrokes to your favorite flight sim It's great for autopilot control as well as handling radios, compass and all other cockpit devices that are rotary-knob based. This is my first self-made controller device ever and I am very proud to share it with all of you. If you are is interested in getting a unit, I can build you one or sell this one that has already been built. Leave a comment bellow.
  11. Not to put oil on fire intentionally, but what happens if the source is not abailable for public viewing? I am guessing that then it does not qualify to be considered, right?
  12. Best thing to do would be to add a modifier, like 'Ctrl' to the combo.
  13. It happens in SP also - I've just checked. It seems to be triggered by either a bomb exploding or the target being destroyed. If you just fly circles above the target without engaging it, the pod stays perfectly still even if the laser starts firing. However, as soon as the "trigger" happens, the pod goes crazy and starts snapping to random locations. Having the ground radar on or off makes no difference either. Here are two tracks that showcase the issue: JF-17-pod-issue.trkJF-17-pod-issue-01.trk
  14. I used to like firing the ER from 5km or so. Even though the enemy gets a warning there's nothing they can do to avoid it. Against 120 it's not really equal, but it's far from being outclassed.
  15. It is still happening and it happens consistently, in multiplayer at least. Works perfectly until the first pass and then gets a mind of its own, after which it turns into additional drag device, but unlike the "bags" it can't be jettisoned.
  16. Yes it has - mostly useless at the moment.
  17. Plane was locked via radar, there's no secret to that. The hit was observed on the radar scope as pieces were breaking off.
  18. If you don't have time to get into parameters for jettisoning, this means that the situation you are in, is so dire that the jettison won't make much if a difference anyway. Also many RL procedures, like for the F-15, mandate dropping the tanks before an engagement, altough there were RL cases where pilots just forgot to do it and went in with the bags attached. It's called that way 'cause it puts you in A2A configuration with a push of ONE button, which is way faster than a regular jettison procedure on the JF-17.
  19. Because if your opponent has the same or similar weapons range as you do, your missile will get there first, which is why the ER was developed in the first place: not to fly further, but to get there faster than the R variant would.
  20. That's what they were saying about the F-117A also, until Neva SAM took it down.
  21. Great insights here. Doesn't the 120 have a range beyond which there's nothing a target can do to outmaneuver it? Sure you can exceed the missile head's gibal limits, or make it impact the ground, but I don't think you can out maneuver/ outrun it no matter what you do. I am guessing here but something like 5-10km.
  22. Are you sure about this? It is my understanding that within NEZ the missile can be defeated only by breaking some other link in the intercept chain, like tracking for example. I would assume that missile would out maneuver the target as it can pull some 4-5 times more G. Maybe SAMs don't have NEZ? Not sure. --- Just checked out a BUK missile and it looks like it can pull around 20G. So I guess it would be possible to outmaneuver.
  23. There is no kinematic miss in a no-escape zone of a missile. Also there is zero modeling of blast fragments which is a big deal. I don't know of any Soviet SAMs scoring a direct kill, like in DCS. It's always some indirect hit.
  24. There is a reason why SAM missiles are like flag poles. How big is their blast radius in DCS?
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