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Yellonet

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Everything posted by Yellonet

  1. They really should create update packages instead of full installs every new version, I highly doubt that there are really 7-8 GB worth of new files in 1.2.4 compared to 1.2.3. Update packages would be good for everyone, less time to download, less drain on server bandwidth and so on. I feel sad for people that only have slow DSL or something like that... :(
  2. My comment was on the use of LGB's against ships.
  3. Aren't modern aircraft protected against EMP? :huh:
  4. Unless the ships are shooting back :)
  5. I have tried this a bit now, and I can't lock up the ship with either TGP or Maverick until I get really close. I don't remember having this problem before :huh: There doesn't seem to be any problem with the picture as I get very good contrast from the ship against the water.
  6. Actually 240kT isn't as powerful as you think. I'm only guessing, but the destructive range of an explosion "should" roughly be inversely proportional to the square of the range, thus, you need a big increase in yield strength to significantly increase the destructive range of the explosion. It would be nice to see a 240kT nuke go off in the game, a fireball with about 500 m diameter would be seen far away :geek: http://www.nuclearsecrecy.com/nukemap/
  7. The throttle should move, it may be a control mapping issue. Have you checked that the functions are mapped as you think they are?
  8. Which ship are you trying to destroy? I would like to try it myself :)
  9. That's of course a good way against stationary targets, but will enemy vehicles stick around when marked with smoke? If so I feel sad for those AI's parents :cry:
  10. I was under the impression that the Mavs would lock on but become less and less accurate the longer the sensor was on beyond 30 min, but maybe that's not modelled either.
  11. If you're dealing with stationary targets and if you can see them from far away, the best way is to assign mark points for each target, when you get into range you can then just slave sensors to SPI and cycle through the mark points, lock target, shoot, cycle to next mark point, rinse, repeat... In fact if given the opportunity this can be used quite effectively against moving targets too, you could either mark a general area where the targets are, so that the mark point will be fairly close to target even if they move a bit, or you could assign a mark point to where you believe that the target will be when you get into range. If you don't have the opportunity to create mark points before the engagement the fastest way to aqquire and assign target might be to have the TGP or MAV cue straight ahead so you can see it in the HUD, then just point the aircraft at the target and ground stabilize, manoeuvre away, fine tune the lock and go around for the shot.
  12. Yep, the GAU-8 is more or less an area effect weapon, that's why it needs to have such a high rate of fire. The 2A42 is intended to shoot fewer rounds, but to have a higher percentage of them on target. Of course this difference has more to do with the two guns respective platforms and how they are mounted, but still.
  13. Yep, there really isn't any right way for every situation. BTW, carrier landing with the hog, why not? It's just as training, but I figure that if you can make difficult landings you should have no problems with regular ones :) Carrier landing.trk
  14. What kind of control you can assign to a certain function is dependant on how that function is controlled in reality. For example, the speed brakes are not manipulated with a slider but with a sort of rocker button. To engage the speed brakes you hold the rocker in the rear position until the speed brakes are extended as much as you want, then let go and the rocker goes to its middle position, to disengage you move the rocker to the front position where it will stay.
  15. Hmm, interesting. GAU-8: 38 mm penetration @ 1000 m 2A42: 55 mm penetration @ 1000 m
  16. It IS quite easy, personally I've never had problems with landings in any flight sim. I have a feeling that sims somehow make landings easier than they should be... Made a track of a "special landing" :) special landing 1.2.3.trk
  17. You can arm the gun without using pac (switch in down position) which is possibly better for aerial engagements, but then it will be more difficult to keep the aim precisely at ground targets.
  18. Sadly that is often the case :disgust:
  19. The Thrustmaster Warthog is my first HOTAS, but I thought that if I was going to get one I might as well fork out a little more and go for quality. Let's just say I haven't regretted it :) Even if you disregard the Warthog's quality and precision it still has a big advantage in this sim as this stick and throttle is exactly what you should use it the A-10! There's no need to set up anything, just plug it in and fly. Furthermore, it's much easier to learn the A-10 when you have all the controls where they should be, no need to remember a certain keyboard combo for China hat forward long or TMS down for instance, you just do it. While Track IR may be the best thing for flight sims in general, the TM Warthog is the best thing for DCS:A-10C. And I bet that the WH will work very well with future DCS aircraft such as the F-15 and F/A-18 too!
  20. I'm not sure if you mean the engines or the propellers, but the Tu-95 also has a propeller setup like that.
  21. I guess I showed that English isn't my first language either :doh:
  22. Bond can fly a chopper with only the cyclic stick!
  23. It's GreyBadger we're talking about :smilewink:
  24. I think that's "go out on a limb" :D Edit: and I'm guessing he's an American.
  25. There's no such thing as "too much Star Trek" :)
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