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Everything posted by Essah
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looks very very disproportionate compared to this. It's big sure, but not THAT big http://s3.subirimagenes.com:81/fotos/previo/thump_5905347gau8aa.jpg and this http://www.gunslot.com/files/gunslot/images/59332.jpg
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why fly FC A-10A when theres DCS A-10C
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Mirage F1 and 2000 has new cockpits, the rest use existing ones.
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Actually....:music_whistling: back in Flaming Cliffs 1 days I took down Kuznetzov with an A10a, divebombing it from very high up with a bunch of MK84. Not sure if that's still possible, but worth a try. just make sure you are out of range of it's SAM's
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[release] AdA Mod - Version 2.00 for Lock On FC2
Essah replied to BarbsMan's topic in Lock On: Flaming Cliffs 1 & 2
thanks a lot for the reply. I can see you've done a great job despite game engine limitations. thanks for the explanatory (and quick) reply. :) I'm looking forward to the patch. Meanwhile Imma take a spin in the Mirage 2000, au revoir :pilotfly: -
[release] AdA Mod - Version 2.00 for Lock On FC2
Essah replied to BarbsMan's topic in Lock On: Flaming Cliffs 1 & 2
Lovely mod, I am enjoying the French planes. However I have a few things that I'm wondering if is entirely accurate. - As mentioned somewhere else the Alphajet and Rafale seems to be quite excessive Roll rate The Mirage 2000 has no visual flaps on external view When selecting a plane in the Mission editor the area where you select skin is gone (just below where you set Chaff and Flare quantity. I fact it cuts off just below the flare label. - the top Speed of the Jaguar A is set to be Mach 1.6 at 11.000 meters according to wikipedia (which cites Jane's All The World's Aircraft as source) however I am unable to do even Mach 1 at any altitude. - The F1 is really sluggish in controls and looses out to even MiG21 in a dogfight. However I am no expert so this might be accurate enough, but it surprises me. - It is impossible to take off from a Carrier with the Super-Etendard as the Catapult doesn't work and it doesn't have enough power on its own. - In both the F1 and the Mirage 2000 cockpit the flaps indicator shows no difference between the take-off flaps and landing flaps setting. it's not deal breakers but would be cool to see some of it corrected.:) Keep up the awesome work. on a different note. Are you gonna be able to port AdA to Flaming Cliffs 3 when it comes out? Best regards. -
[release] AdA Mod - Version 2.00 for Lock On FC2
Essah replied to BarbsMan's topic in Lock On: Flaming Cliffs 1 & 2
It's working and it's awesome. Ever since I played the original Lock on, Modern Air Combat I always wished to fly the Mirage 2000, My favourite jet. and now my dream has come true, with Cocpit even:D :thumbup: I'm seeing a few minor bugs, I'll write them once I've played for a while longer and seen more of them. otherwise amazing work. Makes me want ED to make DCS-Mirage 2000 :pilotfly: -
you don't need HOTAS. I play with a regular stick with twist, no HOTAS, no Track IR, no rudder, no Throttle. Works fine. I use my hat switch along with a modifier for different hotas controls. Shift + Hat = DMS L Ctrl + Hat = CMS etc.
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Hi, Currently looking for some documentation on how the russian air defences are organized in Motorized and Armor units How many, what unit levels, how are they organized. Information like this which I found on wikipedia: - http://en.wikipedia.org/wiki/SA-9_Gaskin How many batteries in each regiment. And also how are air defences on higher and lower levels. thanks.
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Does anyone know?
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Amazing work, but let me understand this right. Does this mod replace weapons and planes in FC2 or only add new content? I'm somewhat impressed and also sad to hear you spent 4 years on this, only to have a FC3 coming in a couple of years or so. Of course one could still use FC2 for ADA mod but would have been great to have ADA mod for FC3 rather than FC2. great work either way. Mirage 2000 is my favourite plane :D
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to OP: go play Hawx! DCS is made for people who actually enjoy the high fidelity :book: :smartass:
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in my limited experience, default HOF (600? ish?) is too low, overkill within the blast zone anything above 1800 spreads too thin and doesn't kill everything in target area 1200-1800 is highly effective. also the large spread makes CBU's fine to drop in CCRP, doesn't have to be pinpoint.
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I Owe ED an apology for this rant. They're making FC3. I could have danced around the moment I read that. Thanks ED:D
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I don't get it. It would make a lot more sense to make an FC3 compatible with A10, or just concentrate on the next DCS. Ka50 is hardly going to work together with the A10 seeing as they're Russian and NATO respectivly, completly different sides and not very easy to use cooporativly if you actually tried. Against each other I don't see how it will be much fun. Their common lack of radar is gonna make it hard for them to locate each other, and even if they do locate each other, the Blackshark will have little chance against the A10's Sidewinders and easily aimed 30mm Cannon. A10's will have little problem sweeping Blacksharks away. would much rather have see a compatibility with Flaming Cliffs so we could have F15's Escort A10, just like how you can do MiG29/Su27 Escort Blacksharks in FC2/BS1 (which is great fun btw) okay I'm done ranting. Anybody find some meaning in Ka50+A10? I admit having the features of A10 and more added into blackshark is good, but that way they can keep having to throw out Pay addons to keep every single DCS game up to date. Better just to focus on the next one imo.
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Noticed a thing in FC2 though. Back in LOMAC and FC the date field would only accept 365 as maximum input. However in FC2 you can set alle the way to 999 for some odd reason.
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So I was wondering why ED chose the Crimea and Kuban theater to center Lock on around (and now inherited by DCS) The fact that the 2008 South-Ossetian war happened after the first game where the choice was made shows that it wasnt based on that. (which makes it an odd coincidence that a war happened in the exact same area) anybody know what made ED choose Kuban/crimea as the theater?
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seeing this reminds of a different question i had regarding missiles. slightly off topic but still related. Ive noticed that Home-on-Jam R-27R/ER Missiles become autonomous if aircraft guidance is lost. I thought this was a game innacuracy but maybe not? If not, then using Jammers against enemies armed with R-27R/ER is actually doing yourself a favor by enabling your opponent to launch autonomous missiels at you. I thought R-27 was completly dependent on Aircraft guidance even in HOJ.
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Essah's rules of survival in Modern Air Combat
Essah replied to Essah's topic in Lock On: Flaming Cliffs 1 & 2
As written earlier this rules are developed while fighting AI on High Difficulty level, not online and may not apply against other players. and no I haven't played FC2 online very much. -
Questions About Flaming Cliffs 2.0, F-15 Jet
Essah replied to ErichVon's topic in Lock On: Flaming Cliffs 1 & 2
Modern IR Missiles are all aspect which means they will home on you from front aspect too without problem. -
sounds likely, I just guessed it was the initial bearing it returned to, not chaff. I remember one incidence while watching the tacview track where the missile was only moments from impacting when it suddenly turned about 80 degrees to the side and went ballistic, the plane was flying perpendicular to the missile but had only done so for a few moments.
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Essah's rules of survival in Modern Air Combat
Essah replied to Essah's topic in Lock On: Flaming Cliffs 1 & 2
* I should probably add that this list is worked out while practicing against AI on High difficulty level, not human players. -
Essah's rules of survival in Modern Air Combat
Essah posted a topic in Lock On: Flaming Cliffs 1 & 2
So In style of the Dicta Boelche rules of World war 1 I developed a set of rules for 21st century air combat as experienced in Lock on, Flaming Cliffs 2. Some of it may need adjusting and there might be more to add but I think it's pretty good and accurate so far. feel free to discuss and test them or maybe even benefit from them:smartass: _______________________________________________________________________ Essah's rules of survival in Modern Air Combat to understand following rules following 3 terms and phrases must be known: ARH (Autonomous Radar Homing) SARH (Semi-Autonomous Radar Homing) WVR (Within Visual Range) AMRAAM turning Active (also known as going Bulldog) 1. Exploit your advantages over your adversaries as much as you can. 2. Try to keep all your enemies on the defensive all the times, only then can you maintain the upperhand and get close enough to get high kill-probability shot. Don't plan on having to evade missiles. The best fight is one where the enemy never gets a shot off. Of course keeping your opponent defensive is no guarentee for victory if he's able to maintain lock on you meanwhile, or able to launch ARH missiles. 3. Never do anything just 50% or 60%. Always put at full effort into your action. If you are gonna do evasive DO EVASIVE, if you only do it half heartedly you might as well not as the missile WILL hit you. on the other hand don't overdo 130% as this will just be wasted energy and time. lost time and energy that will result in keeping you in truble. 4. Better fire a missile too much than too little. Don't assume 1 missiles is enough. If your adversary has space to shoot back you'll regret you didnt fire 2 or more. The Exception is when you do not expect your missile to have any reasonable kill probability. In those cases its better to save the missile for later, One missile is enough to force the opponent into defensive 5. Don't be greedy. If you have an AMRAAM turn active on you, don't wait just another second to get within range. or if you are strafing a ground target don't wait that extra second to get your guns the target, - If it means you are going to hit the ground or get within enemy weapons envelope. 6. be very wary about flying around a combat zone alone. A Pair is more than twice as effective as a solo plane for a lot of reasons. 7. Stay high, sneaky attacks from below will only work in the best of cases. You will have much more control of the fight from high altitude. Remember: Speed is life, Altitude is Insurance, although less so in the Jet Era 8. If you have a good shot take it, you might not get another one. 9. Just because you have an ARH Missile, doesn't mean you don't still need to guide it into the enemy's neighbourhood. Don't make the mistake of breaking lock immidiatly after launch resulting in your missile going ballistic. 10. If you have, or think you have, merged with the enemy start popping flares regularily! there won't be time to react or even tell if someone has fired A heatseeking missile at you from somewhere unknown 11. Don't underestimate the danger of a bandit within Heat seeker or guns range, they can end your career very very quick if you are careless 12. Don't fly straight and level for mor than about 10 seconds in a WVR combat environment. It is imperative to spot, maneuver on and kill all close threats as quick as possible. 13. The ability to evade a missile while maintaining target lock, is an art that can turn tables during an SARH Duel. Diving zigzag turns in 3 planes of motion works well along with deployment of countermeasures, be careful not to lose lock and thus missile guidance while doing so, as this will prolong the fight 14. Knowing your enemy's Capabilities and shortcomming is important to best plan your tactic and exploiting your advantages. most importantly: What plane does he fly? does he have Jammers? What missiles does he have´and are they SARH or ARH or maybe only Heatseaking? 15. Know when to disengage and bug out. If you are down to 1 or 2 or even complatly out of medium/longe range missiles it might be a good idea to get out of dogde 16. Keep in mind that western fighters armed with ARH Missiles is a whole different league than those armed only with SARH Missiles. This is due their ability to put a missile in your neighbourhood with no warning until they turn active on you, at which point Evading gets really tricky, if the missile is not already relativly low on energy Disclaimer: All Rules have been worked out using Lock On, Flaming Cliffs 2 and may or may not apply in other flight simulations or real life. There will be exception to all rules but the rules generally apply -
Been practicing flying Su33 and Especially MiG29S against 2 and 3 opponents in simple quick scenarios I set up in the mission editor and then study the tracks in TacView to learn from mistakes and see what could be done differently I noticed quite often while using R-77 (Which is a Russian ARH type missile) they would stop tracking their target, change direction back to their initial launch bearing and go ballistic or target a different aircraft than the one I initially launched the missile against. Of course I initially thought this was due to me disengaging lock too early before the missiles own radar picked up the target I had locked on to at first, but then at one point I noticed it happen when the missile was less than 2 seconds from impact on its target which leads to my questions Why does R-77 change or lose target suddenly? Is it because you can Doppler-notch the missiles radar as well. if so why does the missile not go ballistic instantly but rather change direction back to the one it had at launch moment? Does the missile maybe go for the largest radar cross section available or something like that rather than initial target? and a little side question, what is the approximate locking range for the Radar in the R-77 Missile? Hope someone can help
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so logically chaff is only working as long as it is reasonably close to the targeted airplane and therefore still within the beam. when it drifts farther away it disappears outside of the beam (if it hasn't scattered already by then) is the missile more likely to be decoyed when it's closer to the chaff or does it have no effect?