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Eviscerador

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Everything posted by Eviscerador

  1. Indeed. The max safe reverse thrust is achieved at 70% fan. More than that and you can have lift force depending on your plane loadout and weight. But believe me braking with the nozzles is a thing and in fact they are used in every STOL manouver except pure VTOL. If not, you will find that the Harrier brakes cannot hold and your "Short Landing" will be a conventional one. And the Pegasus is so powerful that even with a 25º of forward facing nozzles and 70% fan, you will stop in less space than a Viggen or a Tornado with their full fledged thrust reversers. And you can use them to go on reverse without burning the engine like the thrust reversers!
  2. The module doesn't come with any training mission for AAR, but you can make your own with the Mission editor. Just spawn a KC135 at 240 knots (true speed, around 210 IAS at 12.000 ft) with a very long waypoint 1 and spawn your A10C at the point you want (for training only, just spawn 1 nm behind with the same speed, heading and altitude. Set the radio frequency to one you can remember (default is 251) and you are set.
  3. He asked about "reverse thrust" not a thrust reverser. Hence my reply :D So yeah, you can get the harrier on reverse. In fact considering all the STOL capabilities of the harrier, I will say it is more efficient as a whole than the Viggen or Tornado ones, mostly because it is not an addition, but a core feature of the main engine.
  4. And the harrier thanks to its vectored nozzles.
  5. At the moment there is little the creator can do if he wants to keep the mission as it is. Sure he could just remove the NVG restriction, or maybe remove the overcast and give us some moon lighting, but still... The lighting is being reworked iirc all across modules (as you know most modules have cockpit lighting problems, and the huey is one of them) so let's hope in the next iteration this mission is playable.
  6. I finally finished the campaign. So far I'm happy with the experience. Detailed story with good voiceovers, fun and challenging missions and realistic settings. Of course it has its ups and downs, specially the two missions where you can't use NVG and the current lighting engine makes it almost impossible to complete. If I have to give positive criticism about the campaign, I'd say that the final mission is a bit of anticlimatic, it feels like a chore and the only skillful part of it is artificially difficult due to how the DCS engine works, not because you need more or less skill. My final veredict is a 9/10 that could be a 10/10 if those two missions could be fixed somehow. Go get it, it is great!
  7. You can edit your logbook to skip the mission. In fact iirc the mission itself gives you the option via the F10 radio menu to skip the mission.
  8. Something is wrong with the LZ buinding. I just keep entering the building and crashing all the time, no matter how soft I land. It is a pity because the whole campaign is good...
  9. I can say that this mission is still unplayable. When you reach the first target, the night is pitch black and you just can't fly at low level due to the amount of obstacles, trees and power lines. Search light has no reach and you can't see anything. Skipped and I keep playing the campaign. so far I'm enjoying it!
  10. Am I the only one amazed that people use external tanks on a hog? As far as I know, tanks are used only for ferry and NEVER in combat. Come on, even going full throttle the hog can stay for hours in the air.
  11. You can't, but you can play with the weapon release window to increase or decrease the impact angle. If you ever find a reason in this sim to ever do so.
  12. The A10C JDAM capabilities are still better than the hornet. You can do the same as in the hornet (albeit with other procedures) I mean, I can ripple fire several JDAMS over the objective with a proper use of markpoints and the avionics. I can set MGRS coordinates with 1 m precision and drop JDAMs in any way possible. The only difference is that you don't have the fancy names as in the Hornet, but the capabilities are there.
  13. The A10A flight model is PFM, that means is as detailed as the A10C one. The main difference between both is the avionics model. On the A version, the Maverick is as simple as select, point and lock. The Maverick autolocks on any target if you set the cross close enough. You can force a lock with the "lock target" button on the controls. You have to consider that the whole maverick lock system is not simulated. The maverick locks on unit or structure "tags" it doesn't have into account real constrast differences as the real thing. It is possible that the building you want to lock doesn't have any tag so the system can't see it. Concerning losing speed, well, if you have 6X mavericks and some CBU cluster bombs, the A10A (or the C for that matter) is not famous for its power to weight ratio. There is a reason real life loadouts include only 2 mavericks and 4 bombs.
  14. I think I've done it. I made a switched condition with some flags and I think I got it. Here you have the attached mission. Everything is in spanish but if you have any doubt, just ask me. Tell me what you think about it. Oh, and if you want to play it feel free! Practicando con amigos.miz
  15. Oh, I didn't thought about doing that. It might work. I can upload the mission later this evening when I'm at home again. I will try to do it as you said. Thanks!
  16. Hello everyone. I'm finally messing around with the mission editor and I have to say that this forum has been of great help so far. Now, I have searched but I haven't found how to properly manage the following set of triggers. I'd like to have some advice about it. The logic sequence is as follows: - I have several SAM and a CAP over enemy territory. They are active with their search radar and Red state, but they have their weapons on hold, because we are not at war. They are doing their bussiness and the allied force is doing theirs. - I have several trigger zones in both sides of the DMZ over the border. - I have two allied player plane groups. What I want to do: - If any allied air group enters any of the enemy side trigger zones, Ragnarok happens. CAP fighters lock on and attack, SAM start locking and firing and everything turns really hostile and angry. - If the allied air group retreats from the zone, they keep firing, until the CAP fighters cross the border, they reach the allied trigger zone, and everyone hold their weapons again, CAP return to CAP pattern and SAM return to RED alert - No engage state. So far I managed to do this no problem, but it only happens once. I mean, if the allied group enters the trigger zone AGAIN after unleashing Ragnarok once, the enemy don't respond, because the trigger is a ONCE trigger. If I set a Continuous action trigger, at the moment they get out of the zone, everything returns to normal. I don't want that, I want the CAP to shoo them off and feel their fear. Any ideas about how to make this repeteable without a script, I'm really crap at scripting, like, I have no idea how to even start. Thanks in advance!
  17. I bought the Tiger 2 at Christmas and I can say I'm loving it to bits. Sure it is not very powerful, but it has that "old times" aura like the Su 25A that I really love. Concerning the issues with the targets and objectives, you can't expect the F5 to survive in any kind of AA environment. At most you can expect to avoid MANPADS and AA fire, maybe bait strelas as well, but forget about surviving against any kind of AA worth of that name. In case you still want to simulate that kind of threat, you will need the help of dedicated SEAD platforms (A4 with shrike missiles or AI Falcons with mavericks) The Tiger was not meant to survive against dedicated AA threats. OR, you can set a predator JTAC to lase your targets and use LGBs. In any case it is a fun bird to fly!
  18. Great news! I akways felt that the sp content for fc3 was outdated and the community has requested several times that they update it. Glad to know they did it!
  19. Can I ask which kind of Maverick are you trying to launch? The optical model (Hotel iirc) has crap range lock. Try using the Delta (D) model and you will be able to lock (TMS Up) from 8 miles away. Remember to look at your HUD. You will see a range caret on a range bar on the left side of it. Also for the TMS up to work you need to have the Mav as SOI (sensor of Interest) It is a bit messy the first times, but once you get the whole idea of how the systems work together, it is a very powerful system.
  20. Yeah, I expected it as well. A sunny day flight back to job with the usual crew chatter about the poor navigator. Still it was a great campaign.
  21. I finished the campaign and I have to say I loved it every flight minute. People say that combat missions are tiring and full of adrenaline rush. Well, try to land in bad weather with 4 tons of slinged cargo on your belly and with 500 m overcast ceiling! The only "but" I have, albeit a minor one, is that in the final mission the friendly chopper landed in the middle of a forest, so I had to land on the forest border and then "navigate" on the ground between the trees to reach the trigger zone (which was 30 m inside the forest) It was a minor bug, probably due to some changes on the new Caucasus map. Good job!
  22. Just a small tought. The MLWS is also a passive system. It just detects a IR surge and warns the pilot about it. It should detect the MANPADS the same way it detects the Strelas.
  23. I really love the russian accent! Great job comrade!
  24. As far as I know the bird works well. I'm enjoying it a lot, but I'm waiting for the rework to finally mess with the ABRIS-NAV and the DL. Currently you can't just see if the buttons are on, off or whatever.
  25. Guys really. The Harrier is working fine most of the time. Sure some systems are still missing but you can complete most of the missions no problem. And with the improvements and fixes they have introduced the last months, I don't see a reason to lose faith yet. As Blizzard used to said before it was fagocited by Activision "it is done when it is done" or "Soon" whatever you prefer.
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