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VFA41_Lion

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Everything posted by VFA41_Lion

  1. no problems here. check your bindings and inputs, etc, press right control + enter to see if anything is strange in the controls indicator
  2. My game randomly exits when flying the F-14. Can't give you a track, nothing gets saved. Only happens with the F-14. i5-6600k @ 3.5ghz, gtx 1080, 1920x1080 resolution, 32GB RAM, running on a 500 GB SSD Was just cruising at 5000 feet when it happens
  3. it depends what coalition they're set in the mission file
  4. The roll control is definitely bugged. My aircraft swings slowly between left and right bank if left alone. Free flight Georgia map > time compression to speed things up > aircraft rolls with the first input between left and right bank edit: the roll is also not reflected on the FCS and the Hornet wants to roll more with more input
  5. as far as i can tell the base RWR system works as advertised 100% of the time, so i guess its finished
  6. mine stopped exploding when I get a break X on the HUD. any other time they're fine
  7. its a matter of personal taste, but if the sim lets me do something, i'm doing it ;)
  8. In sim, no problem landing on a carrier at 46,000 lbs. Just be on glideslope/meatball all the way with full flaps.
  9. same bug here. reproducible in any mission
  10. I am currently experiencing this issue. it was working until i assigned myself a static ip to open the MP port, 10308 i could host, but now cant see most of the servers Reset myself back to dynamic IP and removed the forwarded port rule, but its still broken. :( ISP is Rogers (Canada)
  11. as stated by actual former Hornet pilots... this is a real thing from the LEXs specifically on the F/A-18C Hornets.
  12. F/A-18C NATOPS says absolute maximum weight at 'restricted' values should be 34,000 pounds. I have successfully trapped at nearly 45,000 lbs of weight. Is this a bug or is the gear/airframe actually rated to withstand that weight? Unfortunately I forgot to save a track, but the descent rate while on AoA and glideslope was approximately -500 feet per minute. edit: loadout was 2* aim-9x, 3* fuel tanks, 4* gbu-16, 2* aim-7mh on fuselage
  13. in other words, it is a complete game changer when it comes to SA in the sim, and no other module in DCS is comparable when its implemented
  14. Strike Fighter Squadron Four One (VFA-41) We're a group of naval aviation / sim enthusiasts, currently flying the F/A-18C Hornet module, with support for any other naval aviation modules such as the F-14 Tomcat, and the AV-8B Harrier. We currently have a 9 phase training program designed to get rookies and veterans alike of the F/A-18C up to speed on flying the aircraft in realistic carrier-based combat missions. The squadron is limited to twelve (12) active pilots at any one time. We fly one guaranteed mission a week, scheduled approximately at 9PM EST, and generally fly whenever we're available. NOTE: As of October 9, 2019, squadron roster is filled up. We are currently not accepting applications until a roster spot opens up again. History: If you're interested in a small group that likes to fly every week, you can find us at http://www.vfa-41.com and at our Discord channel, https://discord.gg/6hxRswB
  15. Potentially the HARM weapon logic itself is bugged?
  16. ... what? The A/G radar will be able to provide targeting information for the JDAM/JSOW just fine. Whats with all the hand-wringing worrying?
  17. It can carry a lot of things, but currently in DCS it can do what I posted and not much else.
  18. Um lets see: Take off and land from a carrier Perform: close air support with or without a JTAC/AFAC combat air patrol/fighter sweep missions SEAD if you like to live dangerously with AGM-65D/G/F Anti-shipping strike with choice of dumb bombs or AGM-65 (not recommended against warships) Strike with dumb bombs or GBU-series with another platform lasing Other than the AIM-7/120, not many stand off weaponry available yet
  19. why would you ever need to put a Maverick through a window in DCS? Its not like we're playing in the Frostbyte engine here.
  20. I'm gonna guess bug during its first week of implementation in open beta
  21. i just have mine mapped to length of shooty shooty increasing - up for guns, right for 9m, down for sparrow, left for 120
  22. in the real jet, designation via HUD might be way more precise than what we currently have, which would be nice
  23. CCRP is excellent when given actual good target coordinates as provided by an A/G radar or targeting pod. Designating waypoints or slewing around in the HUD is never going to be as good as those two
  24. looks like there's nothing new to test for another two weeks fellas, see you in November
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