

PiedDroit
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You can't lock each maverick independently but it's still possible to fire the mavs quickly in succession on different targets: - create a mark point for each target (whatever the method is). - switch your steerpoint selector to "markpoints" (optional: - set HUD SOI (Coolie up short) - make sure cycling waypoints will cycle your targets. ) - set SPI to steerpoint (TMS aft long) - to make target selection easier, put TGP on left MFD For each target: - set HUD SOI (Coolie up short) - select steer point corresponding to target - select MAV (China hat forward) - Slave all to SPI (China hat forward long) - MAV should slew, stabilize, lock target - shoot - repeat I'm writing this from memory, there is maybe a better sequence but you get the idea. So, yes, it's awesome, and you can actually do it :thumbup:
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Indeed you're right although this is not much different for other aircraft (I mean, the ones you don't buy). If there is a market for those planes and they go through the same pipeline as the other ones, that shouldn't make a difference. Regarding who wants to fly what, it's really a matter of taste, I personally don't care much as long as the core sim remains combat oriented.
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Those planes would be done by 3rd parties.
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+1! I think this post sums it up pretty nicely. Bring on civ planes (as in TeaPot's list) and improve sandbox and combat aspect.
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You're right, but what's your point? Please elaborate.
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My only concern with that approach is how this will drive the sim's development (the core features). While any 3rd party can make a GA plane, the expectations and priorities - in terms of environment - of GA flyers are very different from those of milsim flyers. Both will want better ATC and maybe other features, but then GA flyers will want realistic civ traffic, more airports, worldwide maps, photorealistic land, etc. As a mil sim flyer I want more/dynamic scenarios, improved AI, better damage model, better effects, better FLIR, etc. I want more maps too although I'd be fine with only a couple more to add diversity (e.g. SoH, Normandy). So, if GA planes come to DCS and their pilots are fine doing combat related missions, or hopping between the same airports and see the same landscape all the time and/or serving as targets for the weaponmongers, then I'm OK with that. But if at some point DCS development is diverted to GA-exclusive features to the detriment of combat stuff, I would be a bit irritated and would probably wish they'd stayed on FSX/P3D/whatever. P.S.: note that I'm not against it. that's why I write "to the detriment of". I think both could exist within DCS. What I don't want is combat stuff left aside for GA sim.
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It makes more sense indeed, faster/shorter scan should have better range as the target is painted more often, so it gets easier to track.
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Dans ton dossier "parties enregistrées" ("Saved Games") il y a un dossier "DCS", c'est là que DCS va mettre tous les fichiers modifiés. Par défaut ça sera C:\Users\<ton nom>\Saved Games\DCS\ Même si tu fais un repair ou un reinstall, si ce dossier existe DCS ira regarder là en premier. Donc en cas de problème il faut effacer (renommer) tout ou partie de ce dossier. Dans ton cas commence par supprimer C:\Users\<ton nom>\Saved Games\DCS\Config\options.lua (qui entre autres choses contient les options graphiques, la résolution, etc) Si ça ne fonctionne pas, supprime C:\Users\<ton nom>\Saved Games\DCS\Config\ en entier. P.S.: Si tu lances DCS en mode administrateur, dans ce cas tu devras faire comme si <ton nom> = Administrateur
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Fait une copie de /Saved Games/DCS/config et efface le.
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Make sure you blink eyes regularly. I know it's trivial but we tend to forget it while using the headset. I tried a friend's CV1 last weekend and I had to watch this. P. S. lack of ventilation will make it worse
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This reminded me of this Chinese character in American Dad: http://www.dailymotion.com/video/x2reh7p :D
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Even with the new rounds they're more resistant than humans. You need very careful aiming as is super easy to waste ammo. Also avoid dead 6 shots, AI is pretty much insensitive to shots into the engine exhaust unless you hit a lot (so only put a few rounds there then try to get some angle). It usually takes me 1 to 3 short bursts to down each one in the quick action mission. Most of the time I destroy only half of them, the others go RTB.
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This subject have been beaten to death already, including docs and such. Gun ammunition have been improved (RAZBAM-defined ammo) and give satisfaction for most users. Are you by any chance shooting AI planes? Their damage model is different so they're not a good benchmark for gun damage comparison.
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I think you can replay the track of the online session, it would then record the tacview.
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Most interested in maps and scenario/campaign features.
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+1 on this one, it bugs me a lot too.
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After a quick search I found that SYROCOT and RPM (a. k. a. RIGL - Roquette à induction guidée laser) are two different products. SYROCOT is from SNEB and RPM is from TDA (both are French manufacturs). No idea which one equips who.
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Coming soon ;) The PPA (Poste de Preparation Armement : Weapons Preparation Panel)
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FWIW, France has a guided rocket like APKWS (since 2014 I think), it's called RPM (Roquette à Précision Métrique). It should be mounted on helis and also on M-2000D's.
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I'm going to check it out then, thanks for the tip :thumbup:
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Apart from the obvious X-Wing / Tie Fighter and Battlestar Galactica, I'd go for DCS: Macross. Or Porco Rosso setting for fun - high speed float planes with guns, big pirates ships, air police.
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Makes more sense indeed. I was starting to be afraid that I would have to add a "lift that damn finger off the the trigger" mental workload when shooting missiles :smartass:
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Do you mean that keeping the trigger down will always launch two missiles?
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Hi Panthir, This one is tricky as a while ago the export VTB_init.lua was fixed, allowing export without changes in the file (except maybe the name of the viewport which I indicated above, if you want more flexibility). Also the VTB was made toggleable, however it is hidden by default in the cockpit and always visible in F2 views (which is kind of a bug and already reported, it's very confusing). The mapping in is controls, see picture. Once you mapped it, pressing the key will make the VTB visible while in cockpit. Guys at RAZBAM know about it and many have requested that the VTB be ON by default. P
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Use the default VTB_init.lua Create a viewport named "RIGHT_MFCD" in your monitor.lua map "VTB Viewport ON/OFF" in config/controls in order to see the VTB export while in cockpit. Alternatively, name your viewport "VTB" and in VTB_init.lua, change the following line only: try_find_assigned_viewport("RIGHT_MFCD") to try_find_assigned_viewport("VTB","RIGHT_MFCD")