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Everything posted by AegisFX
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Hmm. Consider making one of the insurgent infantry immortal. You could possibly have them be immortal for the first strike, then maybe turn the immortal off a few seconds after the strike. That could let you reengage with the 2nd hellfire to kill them and proceed?
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The ONLY reason I don't use mine more is I am on the 2nd floor of an apartment and I just know my downstairs neighbors can hear or feel it. But it is absolutely a lovely tool. landings, taxiing, etc is all just so much better. I am fortunate to have a jetseat, which I can use anytime, but adding the buttkicker to it is absolutely the move to make when I can. If you don't have a situation like mine, the buttkicker is probably more than enough and more comfortable for long sessions.
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I'm a VR user and haven't tried anything yet, but can the in-game seat being raised fix things?
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Ok. This is going to be a wild answer, but around the 20 miles range, maybe a little higher, you can use the ATFLIR in A2A mode and track the target. I have found myself using the pod more frequently just to see the targets, and it can actually be helpful to see if that enemy head on has launched a missile. As others have said, if a target is jamming from distance, there's nothing to be done except trying to loft some shots or close the distance.
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We need the ability to build a mission across adjacent maps
AegisFX replied to upyr1's topic in DCS Core Wish List
Not to revive a "Dead" thread, but a small game called Interstellar Marines actually has a game mode like this. 9 battle zones, with doors to each one connecting. The doors serve as loading points and the next "room" is loaded as you walk thru the hall. as a first person shooter, you can have teammates in other rooms and hear them over voice chat, but I guess the game doesn't track every exact thing until you join that space. -
The A-10C module has a fantastic(possibly outdated with all of the updates) manual that went over quite a lot of the operation and use. When should we expect the F/A-18C to receive a manual of that same depth?
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What angle are you approaching? I only get this warning if I'm way too close to the wing, or I'm turning/drifting into the fuselage of the tanker.
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I had to rewatch the video from when the ASPJ was introduced because I forgot how it works. Does it still break enemy radar lock or am I missing something? It seems to act like any other ECM system that the US planes have.
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I'm with some of the others. Absolutely USELESS with current EW setup. and with a revamped EW system, it would probably do more harm to friendlies than it would to enemies except for coordinated teams hosting missions.
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I absolutely hope we see this idea come to life. build it in so it doesn't become an issue down the line.
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[Official] SimShaker for Aviators
AegisFX replied to f4l0's topic in PC Hardware and Related Software
I'm hoping this is a quick question for someone here, but I'm trying to get my buttkicker transducer to work at the same time as my jetseat when I fly in VR. So far, I haven't found a way to have the pad and transducer work together. Am I missing something? I tried running simshaker for aviators and the sound module, but with running the sim in VR, I'm honestly unsure how to route the audio settings. -
Harder I like your method of giving "faulty" Intel. I'm going to try that next time I'm in the editor!
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Yeah, the capacity isn't like the others, but I'd like to have it for missions that are navy assets only. Such as having it be available for carrier landings.
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At this point, I try to get my practice in multiplayer servers. Sometimes it's the MPRS. Some servers make use of the KC-130. I really wish we had another modern house tanker though. Or at least make more use of the S-3B. *I don't practice refueling at night as much as I should*
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I set the tanker for a straight course at steady speed and altitude in the editor. But for me, what I worked on as I first began learning was simply flying beside and in formation with my tanker. Then I'd call in, slow down, descend a bit to the level of the hose, and increase throttle to meet with it. I've never had issues with the tanker changing waypoints or pulling back unless I ran into it or moved outside of the "box" that is the acceptable area to fly and be on the hose.
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I'm not sure when I did it, but I had the historical filter on. It made me realize how under-represented the naval assets are, We don't really have a semi-modern USN tanker in the sim. I hope that changes. *For anyone in my situation later on, the historical filter is the watch icon on the bottom bar of the mission editor.
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I'm working in the mission editor and can't seem to find it in the USA coalition.
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As a sort of intermediate feature, could the loadout pop-up be expanded into a smaller-focused version of the mission planner that we get in single player?
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It may ruin the mission, but I remember one of the old A-10C missions with an infantry unit on the bridge. Perhaps try placing an infantry unit on the bridge, OR, perhaps a very small static object. The other suggestion, because we're in the Hornet forum is to consider using a SLAM/ER? A little inconvenient, but you could then use terminal guidance to steer it onto the bridge.
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I agree with thes quality of life changes
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Mm. Sounds about right. I paid for my 3090 in January and it was about $1900. It was an EVGA unit, but yeah. Pricy
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In terms of the sim, the 18 can start a mission from any airport, and any spot on the water you can put a carrier. Which gives a little more replayability.
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Why does Hornet not use full forward stick travel?
AegisFX replied to imacken's topic in DCS: F/A-18C
Pretty sure another jet like the 15C has a smaller forward range as well. With center mounted sticks, I assume it’s pilot comfort for not having to lean forward