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Doum76

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Everything posted by Doum76

  1. Patch notes states they removed MSAA 8x option, so more likely it did affect otehr lower settings on it?
  2. I personaly always update, if i am unhappy i simply hop in the release version until the next Open Beta patch. ;)
  3. Are you sure you didn't forgot to ad the 0 after the 2? :) On my side i sure have a wake, but it's ugly long and white :(
  4. For the Launch bar i personaly don't bind it, as i simplly flip it up with the mouse on MIL Power when it reach about 80-90% RPM giving in tension prior to light up the burners. Sd for the Hook, i somtiems use my switch binding but most of the time i simply mouse click it also, but when i use a binding, i never had any isues if youw anna know, using though, a X-56 Rhino.
  5. Pretty much what the guy above you said, and BTW, if you select AA weapons, chances you'll get anyways in AA mode automaticly unless i was drunk last time i flew. :)
  6. I know how you feel man, but even with my old i7-2600k not-overclocked, GTX 1070sc 8gb and my small 16gb ram no way will i ever, ever go back to my TIR, i'll ratehr have my 35-45 FPS as this with my Oculus than going back with TIR to have better FPS. Wish you the best my friend
  7. Thanks, works fine, the way i found seems to bug so i had to go with that mod. :)
  8. Greetings all, Might had been discussed, but mostly i presume a while ago, i search a bit but not too much in deptg. Is there a way now, to modify the Faction sides (Red, Blue, Insurgent) after a mission has been created? I just realised 2 days ago, when i created my main training mission a few months ago, i forgot to slide USAF Agressor on baddies sides, so now it doesn'T show in any sides... :( I found a turn around a long time ago as editing some .lua to add the aircraft i wanted in a specific country, like adding the F-16 for Russia on red side, but i wounder if there is an another way now or if i'll have to dig out how i'Ve done this a few years ago and many many versions away. Thanks! Thanks
  9. After 2 days, i'm getting better now, i'm mostly able to kill my 3 first enemy spawn now before getting bingo, just needed to practice now when to go burners etc.... well it's still strachy my thing but i get them fast enugh after the merge, my energy management is getting a bit better
  10. i'm no real pilot experienced, but simply using my eyes from thousands of videos online on youtube, and it seems pretty much close to it, though it seems a bit too long in DCS, from videos the trail seems a bit shorter and main difference is, in real life, water particules reflects the light, shich doesn<t look always as white from the many angles you look it from from where the sunlight comes from, but since it is not modeled in DCS and always looks white, well it always seems intence, but again i ratehr a bit intence trail than none :) As for if aim9p or aim9x would make a difference, i cannot say as i am not a pshycisian, but since lots of Aerobatics or demo Hornets without any weapons on the rail and still produce the trail i presume it's part of the deal. They are not contrails but wingtip vortices, contrails are produces at high altitude indeed, but from engines, wingtip vortices which what he spokes off can be produced at very low altitude, what produce them is changes in temperature and air pressure changes which can be created by high g's maneuver or sorta, from what i do remember reading back then, just Youtube some F/A-18 demo videos and you'll see, most of them below thousand of feet or even on take off when they rotate.
  11. Lol believe me, you rather hear any aircraft guns in DCS instead of my french canadian « Ratatata » with an accent who would sound more like a broken canon with a squirrel stucked in the barrels. :P :doh:
  12. Gotta with the fact that AA stuff has been pretty much around for a while, as the A/G radar has been a challenge since day 1 of the Hornet, so i presume priorities are maybe what they know can be finished faster.. but agian, i just throw this in the air.
  13. Sounds a good idea, but while being at it, can also make both aircraft invisinble and unlimited amos just for the hekc of listening to the gun firing :)
  14. You know the funny thing, i just made a test, i never tried the F-5 as i do not own the module, i do not know how of a drinker that bird is, but i made the AI with 1,000 lbs of fuel, as i made it spawn he didn't engaged me cuz he was low fuel, but still, he flown away passed me for about 12 minutes, which out of those 12 minutes, easily 7 minutes with full burners on, i ended up shppting him down, either F-5's doesn'T drink a lot, or AI has unlimited fuel :)
  15. Doesn't matter which one, i tried SU-27, then F-5 (i tried them all back them, from the M-2000k, F-15c, F-16, Su-33, name it), it simply goes on infinite vertical loop when he's on defensive until you ended up almost stalling then he start flying on your 6, you shake him, he starts going vertical again, but if you folow, you end up in a never ending or almost never ending vertical looping, at the point i ended up saying, ****it i'm not gonna get a neck turn over flying in VR for some stupid AI. :) And keeping a 350-400 is hard vs them as they get infinite fuel i presume cuz they are always on ful burners going vertical loop if i keep burners on to maintain 400, i'll end up dry faster then them no matter the aircraft they are. I just find it unpleasant, but i am too bad to go versus humans. I ended up tonight by telling myself « enough with this shit » i simply flown close to the cround vertical until he smashed the ground, i then loged out DCS. :) Got to say it's the first time i try dogfighting in VR, back then was with a TIR, which made whings for me 100 time easier and less neck-painful :)
  16. Here i am flying the Hornet after it came out, and decide to finaly try dogfighting, haven't dogfighted since early staged of the M-2000k... which was a long time ago, and same song, AI haven't changed much and now i remember why i stoped back then, if i could resume the AI's fighte .lua codes it would be: Infinite Vertical Loop Reapeat=True Different Maneuvers=False I, AI can defy Gravity physics=True Player folowing me has to face Avanced Flight Characteristic and i don't hahaha=True :P Moral of the story, i suck at Dogfighting, i'll stick to Case I stuff :P
  17. Doum76

    HUD, clock?

    I think for now only Zulu time works from all the possible clocks/timer on HUD.
  18. I think it's all a matter of personal likes, there is no right way to do it or wrong in some way of saying, in RL there is msotly one item/setting or sort of, in the Sim, we have so many different joysticks (just for exemple the one i am using, the X-56 Rhinos, coems with what, 4-5 different springs, to really stiff hard to move to stoff and i even modified one for helicpter flying with barely any resistance but just keesps it centered, so with one joystick you have 4-5 different behavior than 4-5 people can have different experience flying and different curves config), rudder pedals, so many possible combination that makes all our feelings different, even FPS can affect it, as someone with low FPS can have more issues than someone with smooth FPS etc... So i always say is, adjust the way you liek your flying, play with curves, try the settings for all you do, eg, myself i made a settings, that make smy life easier on runway as takeing off and landing for adjusting rudder, joystick axis, then i tried for precise ying, like AAR, landing or even dogfighting so the settings lives well for all ocasions, some of us likes nervous input, some less nervous like myself, i don't like pushing the stick on one side and the plane go nervous doing almost a full roll. As for trim, it's all again personal taste, i personaly always trim the aircraft for the speed i am going when major changes or so, eg, i trim when i fly formation to the tanker before going into pre-contact, i trim when i'm going cruiser speed, or i trim when i get ready for a break at 800 kts or when i'm rollong out the break for landing, for the simple reasons, i love when the plane keeps an almost steady wing level flight, as when i go into mens or even play around the switches in cockpit or radio menu, the plan can go almost straight without the need of Autopilot. The only thing i do for AAR, is simply trim a bit nose down thant a perfect on speed so if i add throttle to adjsut my speed, i won't be going up easily and requires me to push forward the stick, i find it easier to have a bit pitch down and releasing the stick slowing to get below horizon FP than pushing the stick forward to avoid a balloning effet. But again, that is how i always done it on no matter which one of all the AAR capable aircrafts in DCS. As many says, PRactice, practice, practice, when something feels weird or not working, it's all a matter of thinking what can be done to adjust to it or get it better and again all is a matter of cuves as well, if you have a loose stick with normal curves, chances that if you move the stick a micro-millimiter while trying to do a 90 degree bank roll and you almways stop the roll at 185 degress passed inverted, well precise flying like AAR will always be a nightmare.
  19. On my side i haven't experience this yet, or noticed it, on a 27 kts moving Carrier + 3-4 kts wind deck heading and 2-3 turbulence settings. But to be honest, since i don't know nothing about real Hornet flight characteristic, when something chances on a patch, i simply adjust my flying to adjsut the new changes, as it happens now with nose wheel drag and some changes on last patch.
  20. I don'T wanna take is side but You'Re right on the ball i presume, the camera view shows higher ball when you're on the deck besided it and should be same level, meaning if you see it red on final, you're even even lower, in any cases, with the overlaying HUD view on the left of your airplane, you can clearly see you'Re getting crossing the glidepath at 0.4 nm and start sinking around 0.2 nm as the path marker is below the ILS needle, but nice pass in any cases with those windy conditions :)
  21. That's why we say tastes are a nature thing (got to admit not sure the saying does translate in english :P) What i mean is, we all have our tastes, i personaly like Case I way much more, starting from holding pattern down to the deck. I still haven't tried yet a Case III in DCS yet. It contains lots of precise steps like the Case III also need precise steps and numbers, but the fact that it happens way faster in Case I is what i like it for, but most, the fact we have sight of the environement, my thrill of flying in DCS is the fact in VR it sorta bring a dream come true in VR it is such fun, flying the Hornet 1 and 2, being in the sky and see the world around, to be honest, i am not a fan of flying much in night time, i did some IMC landings for most aircrafts/Helicopters i own in DCS, but this is not what i like most. Hard to explain my thrill, but all i can do is point out a video someone shared recently... which exlains wat i like it for... just starting the descent and accelerating at the carrier'S 9 o'clock, getting behind the ship at the proper distance, speed, the second you start the break and end up where you want it on downwind, when you turn up wing level in the groove and end up on the proper spot... once you succeed on each passes it's such a « relief »... for me, since i'm so bad at doing thing, this is the only thing i almost got perfect, well, almost close to almost perfect :P As for the video i thing is last Holding circle is around 10:00
  22. You make me laugh with your science rocket math formula that maybe 2% of people here will use, even though appreciated. But i simply set my carrier to 27 kts, specialy now that sliding is fix on Open Beta it's even more fun, and if i add some winds speed, will it just add a more challenge. I'm too laysy to do math and simply set my carrier to a 27 kts, though online is different, as eveyone sets it different, so it's always a matter to adjust yourself. But yes for me 11 kts is way too slow, it's almost slower than the Tarawa for Harriers.
  23. Thanks for the reply, though i have no problems for the downwind part of getting at 1.1 or 1.2, not perfect but it does the job as virtual flyer, i was just wondering as the offset distance from the carrier for the break, it's just a curiosity as the real thing, in other word, the upwind distance before the break, not the downwind distance. As some people passes straight over the carrier, i prefer to offset a bit to have a visual on deck activity to see if there is aircrafts on pattern, final or even launching or launched (on public servers you gotta have eyes for others :)). But dunno the real spot to be as starboard offset prior to the break.
  24. Damn you just made my brains overheating with this, it keeps telling me « Cannot Compute » :) You seem the one to answer one of my questionning i had for a while. To get that 1.6 nm working if you break at 1.0, what is the proper starboard side offset distance from the carrier when you break. It's one of the only info i have never been able to get, i personaly do about 0.2 nm offset which alows me to see the deck activity when i cross the ship, but i'm curious as the real procedure, since you seem an experience pilot you might have my answer i tried to get for a while. Though i might never use your formula because i'm too dumb for maths which is wy i always gett either 1.1, 1.2 or sometimes 1.3 nm downwind, but still not that bad for an arm-chair pilot. :)
  25. You want to look at the Cross Track Error (the distance above the CSEL on the HSI bottom right corner) more than tacan as for downind distance, as Tacan included all distance the CTR gives you a perpendicular offsent, that is what i use. It makes it easier for me than going on with all the RL geometry calculation, i'm bad at math so that distance makes for me, my own personal trick.
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