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CaptJodan

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Everything posted by CaptJodan

  1. Yeeeahhh. After both the P-51 and now the Dora, I dread trying to take off and land when the 109 comes out. That'll be....very interesting.
  2. Engine management as a whole just seems so much nicer in the Dora than in the P-51. I've never really been able to master P-51 engine management to my satisfaction without feeling like I was handling a very delicate instrument that required constant watching. Takeoff rolls on a summer day in the 51, even with everything open and cooling, still are a crap shoot on whether the engine will quit. By comparison, the Dora, in my limited testing so far, is pretty forgiving. I've developed (no doubt bad) habits of manually opening everything for cooling in the P-51 to keep things running, and opening cowl flaps on the Dora all the way pretty much cools her nicely even on a hot day, enough to gain speed and fly without worries. Once at altitude, full throttle (non-MW-50) is no problem. The Bediengerät is a really nice feature in this aircraft as well, taking away some pilot workload. I wasn't particularly looking forward to the Dora as much as other modules, but I haven't regretted a single purchase of a module and the Dora looks to be in the same vein. Gotta respect those German engineers, they build a good aircraft and the cockpit layout is fairly intuitive for the most part (couple of oddities, and the external fuel tank not drawing till below 240 liters on the aft tank...that's "interesting"). But I always learn something new, and that's half the fun. Can't say how it will perform against the P-51 as I'm just joy flying (and learning taxi-takeoff landing) so far. But I can see how the P-51 may be hard pressed to defeat a well piloted Dora on first impressions.
  3. Pardon the stupid question, but with both the F-18C and the Superbug being done (former by DCS), do these two aircraft not still have classified data? I mean, the F-16 is 36 years old. The Superbug didn't get introduced according to the wiki until 1999. Isn't even block 50/52 older than that? Not trying to be offensive or flaming, just trying to understand why the Superbug is doable classified wise, and the F-16 is still too dicey. Seems the Viper would fit really well with DCS's established timeframe.
  4. Did my first official test flight from start-up (easiest start up I know...I actually succeeded) to shut-down. Other than looking quite drunk on the taxiway and an engine flameout testing inverted flight, (with a successful air restart), all went swimmingly. Even did a dive and saw the wings quiver. A fun and wonderful first flight and I didn't even crash (even if it wasn't pretty).
  5. Thanks for the replies. So all is kosher then and working as needed.
  6. Okay, this is going to be a stupid question. Fair warning. Been flying with DCS for years now, and have all the modules, etc. Downloaded the 1.2.8 patch last night and....it seems to install as it's own separate game, ie not in my DCS folder with my DCS stuff? Is this correct? Am I missing something here? If it is separate, I cannot fly most aircraft. I know this is me doing something stupid, and I've already corrupted my old DCS file by trying to just take that and copy over my proper DCS World folder, so....what am I doing wrong? :helpsmilie:
  7. You can try here. http://forums.eagle.ru/showthread.php?t=97556
  8. Enjoying this mod. Can't wait till the AH-1 and Kiowa come out.
  9. We can now pilot rocket artillery. That's an improvement. How to hit something with it will take more time to learn, but it's good to see implemented. I'm really happy to see different speeds for different units now. This was something that was missing (it was a beta, after all). Gotta give props where props are due!
  10. So I'm not sure how kosher this is, but I figured I'd ask. I'm reasonably certain that, for whatever reason, through perhaps multiple installs or whatever, that my F-15C control setup files are a little off of what other people are probably seeing. I am missing certain options which is making it hard to assign keys. For example, I can't adjust the radar's scan vertically because I can't find the option listed in the controls to do so. I checked the manual and found the default keys, but they don't work. I enclosed an example of what I'm seeing on my controls list. I doubt anyone else is having this issue, but is there a way to download or replace just those files with the proper F-15C control files?
  11. Takeoff/landing physics and radar function were the two main reasons I bought it. I'm not throwing a tantrum at the wall or anything. I am surprised to see little, if any sign of one of the main announced key features. But because it's still in beta, I'm willing to wait to see what improvements come with additional updates. The fact that the wheels don't even turn surely means there's more to be done (though graphics of turning wheels and physics of landing are probably two totally different things in the programming world).
  12. I have to agree. I hope this is the beta part showing through. I was really looking forward to ground dynamics similar to the A-10 and P-51 (and even the Black Shark). It may seem like an odd priority, but it was one of the features I was really looking forward to.
  13. Yes. I modded some of the loadout values for custom loads so I could put some Hellfires on the Ka-50 when I wanted to play it on the American side (until we have an allied helo). I deleted the World files and installed the new files and strangely those mods are still active. Not sure how that happened, but I'm not complaining. I hope they develop a system that doesn't wipe out mods with every update too.
  14. I think if it's done right, the benefits are that for those who want to combine air tactics with a human player on the ground, they can have that. At the very least, CA opens the doors to 3rd party people to work to develop more realistic (though perhaps not up to A-10 standards) models of the ground units, giving players who want to chuck a SAM your way something fun to do. Personally, I'm happy with the development, and as an exclusively offline player, I like how it gives me something to occupy my time while I fly to and from the target, or after I'm shot down. ;)
  15. I was really excited about this product. Many other games have high fidelity ground combat, but simple flight models. Now we reverse it on those poor ground pounders and have a high fidelity flight sim with lower ground ops! Take that. :) Really, though, I've enjoyed CA so far. My first impressions are overall positive and I'm really excited to see where this goes from here. I've often been frustrated when playing a mission at how the ground combatants operate, so now I can tell them what to do (and likely get them killed faster). I think one of the open questions that keeps being brandied about on the forums that people are trying to get a handle on is just what CA might ultimately be. Will it's focus primarily be on the flight element, with aircraft being modeled in intricate detail, but ground operations being more simplistic (AFM vs SFM mentality), and if so, what will be the limits of the ground units detail? Or, is the eventual goal to try and gain just as much detail in operation of a tank as it is to fly the A-10? As a purely personal preference, I'm okay with the former. DCS seems primarily focused on flight, and I've played enough games in the past where the ground operations have been more detailed than the air operations, so it's about time the tables are reversed. And I'd hate to see the development of the flight area of DCS get bogged down by DSC: Fuel Truck. :) Having said that, I've noticed a lot of good first thoughts already of improvements, and I thought I'd just add an observation of my own: speed. It seems all vehicles, when controlled by the first person, seem roughly to have the same performance. You can get a tank reliably up to about 80-85 mph in a straight line, and all the other vehicles seem to top out about there as well. Now, I love seeing my tank booking it between buildings, laughing hysterically as the enemy tries to target me as I fly by, but... :) Part of the problem is operational. Why take an APC into combat that has more mobility when I can take a tank that has the same mobility and better armor and weapons? What I take from this is that currently most of the ground units pretty much are drawing from the same performance stats in the game. They all go roughly the same speed, roughly accelerate the same, etc. I'm thinking this is a product of the first beta though. Will we see vehicles adjusted to perform more to their real world specifications in terms of general performance later on?
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