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Posts
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Flight Simulators
FSX - 1100 hours
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Location
Arizona
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I think you need to be on the Position Page (selected by the rotation knob on the bottom right corner of the CDU section) instead of other. I don't think the speed shows up on any other page.
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What are you changing the file name from? It almost sounds like you aren't extracting the zip files, and just renaming them.
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Aside from visually finding a threat and boresighting (bringing the TGP back to center on the hud) then adjusting the TGP to the enemy location, the only way to quickly save a target area is with a mark point, which is simple and quick. You might have a hard time accurately placing that mark near the enemy location, but its better than trying to go head first into fire just to get your TGP setup.
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You may be right. I thought I had done it before. It has been a while since I have been in game though. I wanted to add onto my post, as far as the TAD goes, I use the 2nd method anyway because it is much easier to manage multiple targets with mark points.
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The only way I could think to quickly move the TGP would be to set an SPI with the TAD, and slew the TGP to the SPI. It is a real simple process, and there are two ways to do this. 1. Make the TAD SPI by selecting the TAD as your SOI (which it should already be if you are moving the cursor) and then press TMS up long to make that TAD cursor the SPI. Then you would slew the TGP to the SPI with China Hat Forward Long. 2. Slew the TAD cursor to the location you would like, and press TMS right short to make a mark point. Change the CDU to steerpoint selector knob thingy to Mark instead of flightplan. Find the mark you just made by cycling through as if they were waypoints on your flight plan, and make that mark point the SPI by again TMS Up Long. Then slew the TGP to the SPI again with China Hat Forward Long. I believe those are Friendly ground forces.
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Yeah it works a lot quicker and easier. Especially if you are engaging using your mark points as target references.
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China hat aft long (c key) slews all to steerpoint. However by default the SPI is the steerpoint, so V key would work, unless you designate another SPI.
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I was excited to see just the T Handles working again. Looks like a good patch though.
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I have a saitek X52, and if you spend enough time setting it up, it will be probably the best affordable HOTAS you can buy. There are several profiles for X52 on here if you need help, and I would be willing to send you my own if you wish, just PM me. I bought TrackIR 4 recently and have no gripes. It has a few tracking issues sometimes, but for the most part those are preventable. If you have the money get 5, nothing wrong with the latest and greatest. I think once you buy both of these your experience with DCS will greatly increase. I would not recommend this game to anyone without a HOTAS and TrackIR.
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The trim at cold n dark is usually already in the TO state. If you were to trim the aircraft while on the ground, you would notice the stick moving with the trim. If you press and hold the TO trim button while looking at the stick, you will notice it move back to center.
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I don't quite understand what the signal lights are, and where they are located. Also, what is the use of having the pinky switch with 2 lighting configurations, such as pinky forward and aft. I can't see a use for the default lighting if the anti collisions don't turn on, so why wouldn't you just use the aft setting with the panel state?
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Neat videos, thanks for sharing.
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Its just another flight surface like your ailerons and elevators. For the air you can use them to aim when doing gun runs, or even use them to burn off speed if your brakes aren't working fast enough. I only use them to burn speed of when I am coming in stupidly fast for formation, so if you are joining up like you are supposed to you shouldn't have to use rudder. Under your attitude indicator is something that looks like a bubble level. I don't really know the technical terms and all that, but it basically shows your slip when you are in a turn. If you are turning, you want to use the rudder to keep that bubble in the center. Its not something you have to do, but it can help your turns a little. Of course if you were to lose an engine, you would need to use the rudder to counter the thrust pushing you to one side. There are various other flight maneuvers you can use them for as well. There are a variety of different uses for the rudders. What I use them for is what I said above, but people with more flight knowledge than myself can probably correct me and add a few things.
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I have to agree with Art. Depending on the threat it can be easier to fly over. Most of the IR guided Sams have a low ceiling and a short range, but the Sa-19 and one like that you need to be above 20k to be able to engage from high alt. I think the SA-15 is one that requires about 35k alt but I haven't had to test that. Fly over if you can, but if its an SA-11 you most likely will not be able to. If you are in the mountains then stay out a good distance (if possible) and use the TGP to find targets and mark them, then you can get close hiding in the terrain, pop up, slew the mav to the spi, and fire. If they get a shot off, hit the counter measures and head for the hills. If its flat, you can sometimes get away with a tree top approach. I have used it I think twice and it has worked for me. Once again this requires you to at least know where the target is going to be, or have found it with the TGP from a distance. When you get within say 7 mils to be on the safe side, pop up, shoot, and hit the deck. Remember to hit the jammer. Every little bit helps. If the SA number is 8 and below I believe you use SAM 1, and for everything higher use SAM 2. Most likely your ECM will figure that out and auto set the jammer in semi/auto modes. If you are in the air at a higher altitude and get a launch, best thing to do is put the missile to your 3 or 9 o'clock position, and bank into the missile as it gets close. This can be hard to do since the missiles are hard to see, but after a few tries you should get the just of it. This all depends on your altitude as well though. If you are lower, sometimes its better to go max power, hit the deck, and start running the opposite direction. I hope some of this helps. Unfortunately its just going to take a few tries of being shot at. If you learn the ranges and altitudes of your threats, you will have a great advantage. The last few missions I have flow, I have used the threat guide someone posted to stay away from all SAMs, and fortunately didnt take a scratch while still inflicting harm to the enemy. Just search this forum for the threat guide, its a must read. Good luck.