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Eagle7907

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Everything posted by Eagle7907

  1. Umm, I don't think so. The picture is taken right after I heard the release of the missile (countdown on TID), but before the sound of hearing the turbulence from the missile. Both pictures are from the same exact moment in time. Last I checked this isn't the space shuttle. Sent from my iPad using Tapatalk Pro
  2. My trick is to, at first, lag their turns just a bit. Don't try to cut him off in turns. You will run out of energy or stall, neither will help you. As you lag in some turns, I find opportunities to not lag and that usually closes the distance behind him for the kill. Sometimes we may get into a scissor and then if the shot is there I will take it because we are so close. Dont go for the quick kill especially since you start at 20,000ft. You will find yourself fighting just to catch up.
  3. Radar mileage Here's another test at 80nm? launch. Then:
  4. Radar mileage Here's an example. I launch missile approximately 60 miles according to radar display. Nothing less. As you can see here, Tacview is saying the target is less.
  5. Phoenix missile Sent from my iPhone using Tapatalk Pro
  6. So it sounds like that number may have been a preliminary number or at least the max for the A. So again...... It is really difficult to be loaded with bombs and have 100% fuel with the 74,349. Obviously with 76,000 it is easily done. Makes me wonder if the 76,000 was revised after the B was refitted for strike missions? Anyways, I would really like to know what HB knows and what number is correctly simulated. Sent from my iPhone using Tapatalk Pro
  7. I noticed the lofting is less drastic. The missile seems to have more energy during the terminal phase. AI planes have not been very lucky. Rest in pieces. Sent from my iPhone using Tapatalk Pro
  8. I think you’re right. There also is the problem when he doesn’t account for bank as well when spotting. Which is also very confusing. Because now you have the delay and inaccuracies when turning in a 3D environment? Labels please! Sent from my iPhone using Tapatalk Pro
  9. I discovered this when I made an airfield or ship with limited resources/weapons cache. If you move it back to unlimited, fuel tanks come back for station 5. Sent from my iPhone using Tapatalk Pro
  10. Engage commands They will attack any air defense close or far away. Even though I specifically wanted them to attack ground targets right below us. Example, an SA6 site is just to the north of target area. We are clearly outside the lethal range. I have -2 engage ground targets of opportunity. First target he goes for is AD of course the SA6. We are not equipped for attacking SA6. -2 dies quickly. On situations where we are equipped or able to attack AD, he will still attack AD first then engage armor. Sent from my iPhone using Tapatalk Pro
  11. Am I correct to assume that “eventually” the CCIP is supposed to work like the consent for release like on the hog? Hence why the aim cross always stays in the HUD? Sent from my iPhone using Tapatalk Pro
  12. I came across something puzzling the other day. I’m not very familiar with Tacview, but I did a test mission with the aim-54s. I shot the missiles from various distances at various targets to test the enhancements of 2.5.5. 50, 60, 70, 80nm shots. What’s surprising is viewing it on Tacview is about ten miles short of what I thought I was shooting in range to target. Is this normal for Tacview? Or is there something really wrong? I’m sure I shot at those distances, because the data readout was showing it as well as the dashed 20nm scale backed up the readouts as well. Sent from my iPad using Tapatalk Pro
  13. I know there’s a lot going on, but for us SP gamers, the AI engage commands really need some work on some modules. Particularly the Hornet. As far as choice targets it has My Target Bandits Air Defenses Ground Targets Mission Rejoin Mission RTB I’m happy with the choices however the Ground Target command is not working right. AI will immediately go towards any Air Defense and terminate their life and plane even though I told them to engage ground targets of opportunity. (meaning tanks, trucks, etc) Not AD. This is really a problem for us single rebels trying to do ground attack missions. Sent from my iPhone using Tapatalk Pro
  14. I also saw it grades your traps as well. At least I noticed it did for the AI. Sent from my iPhone using Tapatalk Pro
  15. Max weight I have the B NATOPS. Found it on Hoggit. It does say as stated above. I don’t see anything that says 74,349 for max weights anywhere in this manual. Sent from my iPhone using Tapatalk Pro
  16. Great! Happy hunting. Sent from my iPhone using Tapatalk Pro
  17. So I noticed that the max weight value isn’t correct at all. NATOPS says 76,000lbs for cat takeoff or 72,000lbs for shore takeoff. I’m guessing the 74,340, or whatever it is, is a value between the two and a limitation of DCS World. My question is, in the sim, does this limit hold water? Is it different? What’s the actual simulation limit? What’s simulated in this aspect currently? Sent from my iPhone using Tapatalk Pro
  18. Since 2.5.5 update, there are two options. 1) do a ramp start and let yourself drift away from wingman wing tip. Then taxi to cat. 2) do a takeoff from runway start where you begin on the cat itself. Otherwise, my experience is if you use ATC to taxi, wingman immediately starts rolling and turns into me ending the day early and in shame. Sent from my iPhone using Tapatalk Pro
  19. Sent from my iPhone using Tapatalk Pro
  20. No problem. I hope it helps. Let me know if it does. Sent from my iPhone using Tapatalk Pro
  21. I was able to get them to disperse. Weird. Were you releasing above the DUD cue? Also MFUZ set to VT and HT set to 1500? Sent from my iPad using Tapatalk Pro
  22. Thank you for communicating with us. This is really a breath of fresh air. Sent from my iPad using Tapatalk Pro
  23. I just flew the tomcat and the callsigns with it are correct. Sent from my iPhone using Tapatalk Pro
  24. That's what I did after seeing this problem myself. No way to really taxi to the cat when two ship unless you do a ramp start and Tokyo drift to the bow. Sent from my iPad using Tapatalk Pro
  25. Updates I gotta say it again. Bravo HB. Take a bow. Phoenix is damn mighty against AI. 6 out of 6 all long shots. Various difficulty ranging from good to extreme. Groups were 29S, Su27, 29A You guys and ED are setting the gold standard. I look forward to more awesomeness. Sent from my iPad using Tapatalk Pro
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