PhantomHans
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First ever DCS: F-4E Phantom II Feedback Thread - May 22nd 2024
PhantomHans replied to IronMike's topic in DCS: F-4E Phantom
My only complaint are tons of random crashes. It's hard to get past 10 minutes in a simple mission. I have an older system and I have slashed away at graphics settings to the point where I'm easily holding 40-60fps, but the sudden crashes are killing me. I haven't had these with any other modules. I'm hoping that in the future the lower sim rate box will offer a drastically reduced demand F-4, maybe that will help with my crashes? -
CPU bound with only 20-30 FPS (even with lowest settings)
PhantomHans replied to emc's topic in DCS: F-4E Phantom
Tbh it's been running all the modules I own (Except for the bew F-4E which is a crash-o-matic so far in the tutorials) just fine. And even then I think that's GPU...Not sure yet... Although it's overclocked and I do have to run at relatively "meh" graphics settings I came to DCS from SFP2 so it still looks better. Heck I'm running above min settings and getting to my 60fps limit when doing 1v2 F4 vs MiG-21. If it doesn't crash my only problem seems to be Jester can't find anything on radar BVR.- 28 replies
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- performance
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CPU bound with only 20-30 FPS (even with lowest settings)
PhantomHans replied to emc's topic in DCS: F-4E Phantom
...So how bad is my FX8350 gonna choke?- 28 replies
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- performance
- low fps
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I'm in favor of just disabling Jesters ejection seat.... ...although much to my surprise I haven't actually had him eject on me yet.
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I'm curious about two things right now. First, around what time did the inboard pylon mounted countermeasures appear? AFAIK they were not original equipment but I'm unsure of exactly when they were added. Second, when did the "Special Weapons Adapter" show up to allow weapons together with AIM-9s on the inboard pylons show up, and which users used them? Previously I've seen Phantoms with bombs and AIM-9s mounted together, but the only combo of missile and AIM-9 was a West German F-4F with one AGM-65 and Sidewinders, so I want to be sure I don't start making missions that aren't accurate.
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I thought Mooch's comment was confirmed to be incorrect some time ago? I know that he was asked a couple times in the comments to explain his remark in detail but didn't bother to do so.
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I've been having the issue with the single player missions,not with the training lessons. In particular the "Interdiction " mission to bomb supply depots and the anti ship mission to hunt down a Neutrashimy class frigate. I find that I hear my wingman and ground control but my ability to speak to them is sporadic at best.
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Basically makes the module not playable. I've spent plenty of time studying it, but I want to say that 9 out of 10 times I simply don't have radio contact with wingmen. I check the buttons and groups I watch youtube videos and study the manual, then mash at my PTT key binds praying for a response that never comes. I'm sick of it. Just make this thing work with easy comms please. Edit: To explain a little more, I'm finding the correct frequency. I can hear my flight calling things out. Sometimes I use the standard \ menu keybind and they respond. Usually they don't. Sometimes I use the FR-22 keybind and they'll respond, usually they dont. Sometimes I use the FR-24 keybind and they'll respond. Usually they don't. The last time I flew the AJS-37 I could hear the allied flights normally, but when trying to transmit the menu closed, my pilot says nothing, no response, on all radios. I'm not sure why I'm having this issue with the AJS-37 but it's making the module not so fun. The only other problems I have ever had were with the F-14, and only then in a campaign with some unique scripted radio stuff, and only here and there now and then.
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Which leads me to some questions... What time frame, and why only one outboard? I imagine that upset the trim quite a bit.
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IMHO absolutely a must have map. I agree with the choice to freeze the map at a certain time frame. It would be impossible to keep up with every change, every addition, etc. I do wish that they would make efforts to fully finish it eventually even if it meant using existing objects and not making new ones.
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Well, I wouldn't mind it if the E model could catch a wire with its tail hook, or if it could be spawned in to launch from a position hooked up to catapult. I know it's not correct, but until such time as we get an F-4A/B/G/J/N/S Navy Phantom, IMHO, it would be slightly better than nothing. At least with the gun disabled, the slats make it relatively close to the S series. Besides they're already making USN paint schemes for it and it's only a matter of time until it shows up with RN K model or RAF M model paintjobs... Edit: This is to say that, yhea, what I really wanna see is a correct USN/USMC Phantom but until then, because we're already going to be playing pretend, we may as well play pretend...
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If that's on the current map as it exists as only a flat 2D satellite photo, then that's not a complete map... I'd be in favor of completing the map using already existing assets to fill in that area as best as it can possibly be done. The alternative would be to erase it completely with blank empty open ground, which I would probably rather have than be constantly teased by it.
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AI aircraft to flesh out the modules.
PhantomHans replied to PhantomHans's topic in DCS Core Wish List
Id be perfectly happy to get basic AI versions soon and get fully polished modules later. If it means A-6/A-7 thay are only able to do dumb bombs, a few guided weapons like Walleye and GBU, HARMs, and self defense AIM-9 then that's plenty. They can skip guns and rockets for all I care. I just want them for the eye candy. -
How much Internet Connectivity is required for SP DCS?
PhantomHans replied to plane_crazy242's topic in DCS 2.9
@NineLine @BIGNEWY Since somebody brought this up, although I hope it will not be for a very, very, VERY long time (preferably never tbh), I hope than when Eagle Dynamics decides its time to shut down the "phone home" servers we will get a final patch to enable us to play without them. Nothing should change until the plug is going to be pulled, but I think committing not to leave a "dead" game would be a good message for the industry as a whole. -
Is there a way to script a refill under applicable conditions rather than to toggle on unlimited fuel? For example to say: 1. Player AC is within 0.3nm of tanker. 2. Player AC has extended the fuel probe or opened the receptacle doors. 3. Player AC may now do F10 -> "Fill Tanks", to set a 100% fuel load, and continue flying the same aircraft, with limited fuel. I'm hoping there's a way to script this, I'm playing single player and looking for fun and entertainment, not frustration.
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AI aircraft to flesh out the modules.
PhantomHans replied to PhantomHans's topic in DCS Core Wish List
I'm fine with it being free but I'm not fine with spending eternity using S-3B Vikings and F/A-18s to represent the A-6A, A-6E, KA-6D, C-2 COD, and the A-7A/B/C/E. -
AI aircraft to flesh out the modules.
PhantomHans replied to PhantomHans's topic in DCS Core Wish List
I think that in the case of AI aircraft that may eventually become full modules, the AI aircraft should be designed as 'low resource use' aircraft. That way if or when we get the full module they'll still be useful in scenarios where they're just filler, or can be used in large numbers with less FPS hit. -
Request: Additional AI aircraft, even if featuring relatively simple 3D models, avionics modeling, and simplified FMs. Purpose: Additional immersion into time periods or scenarios. Examples: A-6A/E, A-7B/E, KA-6D. The current F-14A is missing all of the appropriate aircraft to accompany it on the deck and in the air. In the case of the A-7B it would perhaps be best to model it as being incorrectly able to fuel from both tanker types so it can be skinned and passed off as an A-7D. It would also be "nice to have" a C-2 COD and an earlier E-2. MiG-23MS, MiG-23M, MiG-21PF, MiG-21F-13. Opponents to the upcoming F-4E. The 23M and MS could be based on the existing 23MLD with alterations to make them suitable substitutes. F-111A/F. Flew in Vietnam, Libya, Desert Storm. I think the D and E models are similar enough to the A to be skipped over, and the F-111G unimportant enough to skip as well. Would make great additions to missions using the upcoming F-4E, and any DS inspired missions on the Iraq map. Suggestion: If ED can't handle this on their own then make it a third party add on and market it as an expansion pack. This could even include ground objects such as more cold war SAM systems like the SA-3 Goa, SA-4 Ganef, cold war era tanks, ships, etc.
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Just finished the canpaign myself. Love it, hope we will see more like it, although perhaps a bit more towards the serious side in the future? With the upcoming Kola map, it may be possible to recreate some of the old Fleet Defender campaigns that were set along the coast of Norway, and eventually I'd love to have all of the classic FD campaigns redone in DCS. (Edit: I guess technically Fleet Defender used a map of the North Cape region, basically the entire coast of Norway and inland to the western bits of Finland, so probably not really the Kola map we will be getting...) Just one thought about the VOs though, if at all possible, can you get someone to replace the AI generated voice for the news reports? Someone has to have someone in the family willing to read a few lines!?
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MiG-29S,G within FC3 after MiG-29A FF release
PhantomHans replied to Mateo's topic in MiG-29 for DCS World
+1 for this. There's no reason at all for removal of the FC3 MiG-29s. In fact if future ccampaign developers for the FF module are smart they will offer versions of their product with the player in the FC3 29A/S/G. -
Where can I find the default aircraft weapons files? Specifically, I'm wanting to get into the folder for the existing AI flown MIG-23MLD so that I can tweak the ordnance available. I figure that I can't exactly fully convert it into what I'm looking for, but with a few alterations to weapons loads (R-3S, R-3R, R-13M, R-13M1) and the right skin it can be a suitable stand-in for a Libyan MiG-23MS.
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Perhaps that's it then. I kept getting him on my nose but finding myself unable to get set up for a guns kill and unable to hang with him, eventually he'd slip me and we'd wind up turning fighting for advantage again.
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Would that mean that it would have been likely or common to have a mixture of the two types of motors in a given loadout? For example your jet was loaded with four 54C and you got three Mk.47s and a Mk.60? And is there any idea of the ratio in which they were produced? 50/50 or 60/40 etc?
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I'm wanting the Iraq/Saudi border region up to a bit north of Baghdad, the persian gulf just east of Kuwait, and the Iran/Iraq border region. Mostly what I want detailed are the targets and ground battle locations from the 1990-91 campaign.
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Let me first say, YES, I DID actually do a google search before posting the question here... My question is this: What is the "Best" AIM-54 for engaging bombers, and the "Best" AIM-54 for engaging fighters, if they're different? I googled this and got lots of different results but some were quite old. The answers ranged from debates over which was better, to claiming they're equal, to claiming all AIM-54s are nerfed and useless. From what I understand, the AIM-54A has lower CM and ECM resistance, and will not ever go active unless it receives a signal from the launching F-14 to do so. Meaning that if you lost track on the target before the missile went active, or launched it from STT as an old school SARH missile and lost your STT lock before detonation, it's going dumb and it's a lost missile. From what I understand, the AIM-54C has a chance to go active if you've lost track on the target and can't send the signal, or a chance to continue the attack on it's own radar if you supported it in STT until it went active. The Mk60 motors are apparently identical in both missiles, if I understand correctly they are a "medium" smoke motor. The Mk47 comes in Mod.0 on the A, and Mod.1 on the C, apparently with very similar performance but being very smoky on the A and almost entirely smokeless on the C. What surprises me about this is that there wasn't a clear progression, or that both motors were kept around for reasons that I don't understand?
