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Elliot

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Everything posted by Elliot

  1. change your main resolution in windows settings to the DSR resolution and launch dcs. it'll fix it
  2. was playing on through the inferno sinai. noticed this weird effect (see mirror) dunno what's going on, but it's there
  3. Hello. I heard FXAA in combination with MSAA was actually pretty good - MSAA rendering the edges at a higher resolution with FXAA filling in the gaps. Could we potentially see this in a future update? or is it too un-sought after that it's not worth the time and effort? Thanks
  4. i can't kill this stupid f4, all he does is stay high and in the two circle and i never have enough energy to gun him, the only chance i have is if i stay vertical and wait for him to come around for a headon (but even then, with how low the gun is i can never pull enough lead to kill him) it's honestly making me question if his flight model is made even somewhat realistically, especially after all of these 'flight model updates'
  5. Depends on the plan - two circle: rate speeds (300-350kts IAS), one circle - 300-400kts IAS vertical - 400kts+ IAS note - I mostly fly the A so these speeds may vary for the B I usually fly the instant action gunzo against the su-27
  6. The tip I would give is to be conservative with your fox 2's. If the enemy is flaring (especially frontal aspect) do NOT fire. Gun them at the merge instead, if you want a quick kill. If you want to fire a sidewinder at a very close range, use SEAM and pull as much lead as possible - either to the intercept course of the bandit (the upside down T on the VDI) or to the gimbal limits of the seeker. The 9L/9M is no 9X. Finally, I would recommend putting maneuver slats/flaps down, it creates a little bit of drag but the lift you gain from it is nice, it allows for the same AOA but a tighter turn radius. You could also use landing flaps below 200 knots, but this was never used during IRL combat due to the risk of jamming them and the fact a sidewinder shot could have blown a chunk of it out. also, a huge note. If you want to learn energy management, try dogfighting in the A. The lack of thrust will make you think more of your moves. You can then carry this over to the B, which will make you all the better dogfighter.
  7. iirc the mark 60s were used against cruise missiles while the mark 47s were used against air targets (smokeless) the extra thrust of the mark 60 makes it ideal against low and fast targets the higher burn time of the mark 47 allows it to gain an edge at a higher altitude in terms of irl, i dont think either were used
  8. when
  9. also, question (not about the breaker) I thought you said you weren't going to work on it, did you change your mind or did you let your intrusive thoughts win on watching the world burn (i'd find it fun too ngl)
  10. WOOOO YEAH BABYYYY i've never been more excited to stall my engines
  11. don't aim for the pilot then, aim for the wing. it's no f15, one wing gone and it's dead and yes, same, let's not go OT here.
  12. however, the most effective ones do come at consequence, and the devs have done a pretty good job of this. jamming the flaps makes it so that you can NEVER get fast again, so someone like a hornet could easily hit the burner and get out of there at 600kts+, while a tomcat with jammed flaps will be stuck at 400. pulling 20g (which i do agree, is bullcrap) breaks the INS (g limit of 12), which makes it MUCH harder to get a kill as the gun sight will likely be incorrect, and you'll have to cage and eyeball it to get a clean shot (which requires skill), further increasing the workload on the pilot as there's no fly by a note too is that irl, the tomcat stick has an opposing force the more g's you pull, which means that in reality, it's really hard to pull 10g+. This isn't present in dcs, which is why there is a lot of exploit in its flight model.
  13. and no, the fuel flow doesnt change. i think it's just because its porting air from the compressor, but not changing any fuel flow
  14. that's because the FADEC (or whatever it's name was) in the B is more advanced, it can hold it at exactly 100%, but the tf30s in the A are mechanical, so they have an allowable error of 2% rpm.
  15. the gauges for the B are incorrect, the devs plan to fix this but it's low priority on the list. iirc there's a mod for this tho
  16. that makes sense, thanks!
  17. not to my knowledge, loading belly sparrows still breaks the pylons unless you load the glove phoenixes as said above
  18. EFM? what does that mean? external flight model?
  19. speaking of reviving ancient threads, i've found a short term solution. just load the glove pylon phoenixes, it'll readd the pylons
  20. the only question now is if there's any real benefit to removing it... considering it's already there and done, would it grant extra performance if removed as the game has less code to run through? (thinking the difference would be little to none) or would it just be best to save the work of removing it and just never touch it ever again
  21. makes sense then, no wonder i saw no difference during BFM and AAR honestly you've persuaded me, i'm leaning towards removing the code now too
  22. weren't they detuned to 17,000lbs for more reliability? 17,000 x 2 = 34,000, and if you lose 2000lbs per engine, that's 4000lbs total, so in total, you're actually losing 11.8% or 12% of your thrust (if you hate decimals) ofcourse that's assuming the worst of the worst, as actual thrust loss will vary with speed and altitude although that does seem right for the true max thrust, iirc they did a max speed test with the tuned tf30s
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