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XtraChrisP

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Everything posted by XtraChrisP

  1. Yep, work just fine. In fact, when I'm tanking in the Hawg I sidestep just a bit to the right so I can use them as a reference. It really helps me hold the correct vertical position. Technique only.
  2. Check out the Chuck Guide Section 9: Weapons and Armament https://www.mudspike.com/chucks-guides-dcs-mirage-2000c/ Note that release mode is determined by weapon type; CCRP for slicks and CCIP for retarded bombs
  3. Well according to the CVW-11 video the AWG-9 is quite capable of detecting surface targets. Apologies for not getting a time stamp to go with it, but I definitely remember him saying something along the lines of "ships stand out like a sore thumb." Idk if that's modeled in the game or if he's just going off real world knowledge, but if it is something we can do in DCS, well, just get some Tomcat buddies in the mission to find those surface contacts for you!
  4. Whatever it says in your left DDI. That's where the ACAWS are displayed. Takeoff pitch maybe?
  5. There is a significant disconnect between what missiles weigh in the re-arm window and what the Hornet flight computer thinks they weigh (as evidenced by the aircraft gross weight in the Checklist page). Sidewinders are off by about 400 lbs, while AMRAAMs are off by almost 2000. I used an empty loadout as a control and also looked at dumb bombs. Those appeared to be ok. I looked at MAVs, HARMs, and the TGP and they're all off by 500-1500 lbs as well. I'm inclined to believe that the re-arm window has the correct weights as my carrier approach last night seemed to suggest that my jet was well below max trap weight, in contrast to what was showing up on my Checklist page. Anyone else come across this?
  6. What trim are you using? Are you just using roll trim to cancel out the weight imbalance? Or are you adding in some rudder trim to compensate for yaw moments caused by asymmetric drag? Don't know if the rudder trim matters but conceptually it should, right? I'll test it tonight...
  7. Therein lies the problem. If you can coordinate with some jet nerds to give you some top cover a pack of Sharks will make short work of any armored column. It's just hard to get strangers to play nice with you.
  8. Here we go again :music_whistling: Well, there's always the 'Unlimited Fuel' cheat that could help you out, but what the hell. ED, give the people what they ask for! For real though, practice practice practice. AAR is one of the most satisfying things in the game, and you don't need to spend hundreds of hours, I'd say 10-15 depending on what you're trying to tank (Hornet is the easiest IMHO, Harrier less so, Hawg somewhere in the middle). One of the best tips I've heard in lurking these forums is to take advantage of slow-motion (LAlt+Z I think). Slow time down to 1/2 or 1/4 and try to get a feel for how you need to slowly feed inputs in pitch/roll/throttle. Then try it at normal speed and it just might click. Good luck!
  9. Hey Jason sorry for your loss. Thanks for sharing your experience with the community, hopefully others learn from it and don't break their stick. Here's hoping you find a replacement stick soon!
  10. Very rarely have I had a roll-out exceed 100' or so. You light-weights need to be landing on the boat! ;)
  11. Whoa man! Nice pit! Is that fan there to give you a sense of speed or just to keep you cool? ;)
  12. Thanks for the hot-fix, Zeus!
  13. @sirrah So long as you're keeping yourself occupied with other modules, you may want to hold off until ED releases BS3 ;) If you can't wait, BS2 goes on sale periodically (I think it's 50% off right now)
  14. I guess you could? But then you run the risk of activating your anti skid, while prolonging your takeoff roll. Just do what was mentioned a couple posts back, use NWS until you build up airspeed; I've always used 80 KIAS (I think that's in the DCS A-10C manual) but apparently 50 all the way down to 20 works fine.
  15. I could see this feature being quite nice for manipulating stitches, pushing buttons on MFDs etc, but I honestly can't see this being even close to the feel of a good HOTAS in your hands.
  16. Based on the diversity of users, and the multinational community on these forums, it's probably hard to have an opinion of current events that won't ruffle some feathers. Whatever's happening, there's probably lots of people on both sides of the issue. So let's keep things civil. Talk about flight sims on the flight sim forums and find some other place to argue with strangers about politics.
  17. Find a friend who doesn't mind showing you the ropes! Seriously, if you're not doing multiplayer, you're only enjoying a fraction of DCS's full potential.
  18. Update: OK so the problem, at least for me, is the same as has been the source of numerous problems with the 2.5.5 branch. Seems some mod or other is causing the Shark cannon to be in-op. Don't know which one, but I turned off all the non-Eagle Dynamics mods and now my cannon is putting rounds on target as would be expected. I don't know which mod in particular is causing the problem... More 2.5.5/mod incompatibility :(
  19. Here's my experience with the bug. The cannon tracks the designated target just fine, but when I pull the trigger the round fires as if the cannon was pointed straight ahead. I watched it from an external view and again, the cannon tracks, but check this out, the muzzle blast appears as if the cannon was in the straight-ahead position.
  20. The product brochure for the JSOW advertises a 12:1 glide ratio. This is a publicly available document, so take it with a grain of salt, but that means that for every foot/meter/NM of altitude, you get 12 of standoff. So if you're up at 30k ft, (5 NM) you should get 60 miles of standoff, give or take.
  21. Wish I could find some forum quotes for you, and maybe someone else can do some homework for me, but word on the street is that one of the big reasons Huey and Hip don't have multicrew is that ED can't figure out how to handle a switch that can be manipulated by the same person, like, if I have a toggle switch on my warthog mapped to something, and I flip it on, and you reach over in the sim and click it off, how does the sim handle that? Anyway, side by side stuff probably won't happen anytime soon, but at least we have some aircraft with tandem cockpits that work just fine
  22. Oh it's worse than that, my friend. If you get your coordinates from the F10 map you'll notice that the coordinates move in .006' increments. It's basically still in DD.MMM.SS but it just converts to DD.MMM.MMM. Zoom in and move your cursor slowly. You'll see what I mean. Right now the only way to get true DD.MMM.MMM is from the mission editor or a targeting pod.
  23. Hmmmm… Interesting choice! I wonder how much stuff it did besides just burn circles in the sky looking for subs or tanking other jets. To me the only real appeal is the 4 player multi-crew, but I think it's pretty well established that the side-by-side cockpit arrangement doesn't work just yet in DCS, so we're prob limited to tandem cockpits only. To that I have to humbly disagree with Mr. Mule and say bring on the Tornado!
  24. Depends on the module. Common to all is Zoom, for war birds elevator and aileron trim is a good one, rudder trim for modern jets. Radar antenna elevation is another good one to have mapped.
  25. Seriously. Wags has been very specific about modeling a certain version of the F-16C and not about to play the game of "well-this-user-does-this-with-his-Viper" that would result in an unholy abomination of capability that may or may not (but most likely not) simulate something you could encounter in reality. I looked for the thread where he said this but came up empty.
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