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pgn

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Everything posted by pgn

  1. Just wanted to say I'm almost through this campaign and have really enjoyed it. Thanks!
  2. I have a desk mounted Winwing Viper stick, and the wing breaks so often that I can't use the F-5. It's such a nice plane and flight model that I flew it lot in the old version, even with all the old bugs like the RWR and the gun dispersion and the wing snapping; and then I paid again for the updated version and its still not really usable without a FFB stick. I understand the debate here about the impossibility of reproducing real flight forces, but unless the goal is to only develop for FFB users the current system does not simulate realistic behaviour. I have no real life flight experience but the point Dawger makes about break turns is exactly the problem I have. Roll the plane to 90 degrees and then pull back with any amount of sharpness and the wing breaks. I am careful with aileron roll and never disable the deflection limiter -- it's simple sharp pitch changes that do it. I fly lots of other modules including the spitfire and its only the F-5 where the issue is this bad. There might be some interacting problem with the flaps/slats too, from what I can read it was usual to leave the flap thumbswich in auto mode. This suggestion seems great:
  3. I think this is the relevant thread in the bugs section.
  4. Resurrecting this old thread, what do people think of this after the latest updates with MT etc? Personally I find spotting to be no problem, but identification still very difficult. Maybe this is partly a skill issue, but even at like 500 yards I feel like in VR I'm looking at a vaguely plane-shaped blob sometimes. Any tips for best setting for identification (Quest 2, 3070).
  5. While this is great advice about the long path to expertise, I would second the experience of OP that AI similar dogfighting in this aircraft is particularly difficult. Having begun to learn dogfighting in several modules from the 109 to the Hornet over the last few months, I found the A4 and F5 to be the most difficult for exactly the reasons you describe. In the A4 it is climbing turns and in the F5 usually descending turns, but if you get into the wrong kind of fight the AI is capable of strangling you even on easy mode in these early jet aircraft, very unlike similar fights in the 109 or in 4th gen. One tip is that they are still susceptible to manoeuvre kills. If the circle goes to the deck and you can turn it a bit vertical, often the AI will crash.
  6. I just bought this module in the sale, I was unaware that the gunsight and gun damage is not modelled correctly. If there will not be a fix, maybe something about this should be noted on the shop page.
  7. Just adding to this as I recently started learning this great mod and was unable to continue because of this issue. *If* you have a spare axis on your control setup then they might be usable, but if you have no extra axes available it is simply not possible to precisely steer this plane on the ground in tight spaces. Given this, and also the evidence that difficulty with ground steering meant a lot of handling on carriers was done with the assistance of ground crew, I think it is the wrong decision by the developers not to offer users any other options here.
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