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Torri

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Everything posted by Torri

  1. +1 for icing. It is a massive factor in real life that must be respected, and it would be great to see in DCS. Especially icing of sensors like pitot tubes and static ports would be a great addition. Both for flying and mission planning, it would add a new element where you have to apply decision-making.
  2. A lot of people cite the STR as being bang on the money, which might be the case. One cannot argue against the numbers. I think however that the problem many are facing is the rapid energy loss (induced drag) once you go over that Ps = 0 line. It does not seem to scale in line with what one would expect from an neutral/unstable aft CG design like the F-16. Also the Block 30 vs 50 weight argument could just be offset by changing the fuel mass. Even with Block30 weights our DCS Viper creates a lot of drag the moment you slightly overstep that STR.
  3. F/A-18C: Time-On-Target function in HSI breaks when switching waypoints.
  4. +1. Also is an issue because you split buttons 15/17 and go off the Marshal freq.
  5. The same NVG filter is also applied on both eyes, which gives a weird depth effect to the actual filter. Would be nice to see a fix for that. I think the full screen issue is different though, because VR headsets are limited in FOV. So it could just be that the NVGs actually are taking up the correct amount of space in your vision, but the VR headset can't give you the peripheral vision you'd normally have.
  6. I'm having the same issue with a buddy, Hellfires work fine. Additionally, I can use the gun as pilot, but my buddy in CPG cannot use the gun.
  7. This is regarding pilot G-tolerance, not FM G-onset rate
  8. 1+ to this instead of creating a new thread. Would be a massive improvement for immersion.
  9. It's totally doable to approximate AoA by just listening to the airflow like Dee-Jay says. Combine that with airspeed and G displayed on the HUD, and I don't see a reason to add an indicator which isn't there in the real jet.
  10. Hi, Some of the sub-forums seem to be in a different "mode" as they have a different icon than most others, that have a yellow "talking-bubble" icon. I'm referring to the green arrow icon thats found on these sub-forums; Controller & Assignment Bugs Multiplayer Bugs Mission Editor Bugs VR Bugs These sub-forums do not have a "latest comment/post" section on the right side of the forum, which in effect contributes to there being less discussion on these forums. As of now I cannot see if someone comments on a post in the VR section, for example. Just wondering if there is a reason for these sub-forums being in a different "mode" ?
  11. @BIGNEWY or @NineLine Sorry for the ping, but do you know if this is something that's possible to fix?
  12. I wouldn't worry about loadout too much because BFM is always dynamic. It is very rarely a fair fight in a "real" situation. Defensive is very difficult because the you have "already messed up" and should never have gotten there in the first place. Regardless, it is important to practice and of course never give up just because you're defensive. In an F-16 I would go for a maximum rate turn and jink the initial gunshot. From there it is really about managing the energy and try to get into a neutral situation. The vertical is also an area where the Viper is strong but it leaves you very vulnerable at the top of the "egg."
  13. 1+. DTC + Integrated multi-ship mission planner where you can setup a whole flight with various steerpoints, radio presets, countermeasures and other settings. Would hugely improve the MP environment where you spawn in a more "sandbox" style environment and can't preplan yourself in the ME.
  14. Yeah, this is an annoying one. The problem is that the filter that is used for the NVG effect is exactly the same on both eyes, which creates the depth effect. If the filter on one of the eyes was simply flipped, it would probably solve the issue.
  15. Strongly disagree, I feel spotting in DCS is over exaggerated, even too easy at times. I think the discrepancy of opinions comes from the different monitor resolutions being used. I'm on 2560x1080, and I can easily spot a single aircraft at up to 30nm distance, a distance which is defined as "Beyond Visual Range" in modern terms.
  16. During CASE III, a salute is commanded by turning on external lights, I'm pretty sure this is implemented on the F-14 module.
  17. We don't need travel pods either, but they are in-game. Just clarify that the HARMs are inoperational and it'll be fine IMO
  18. There has been stated that there will be a FM review, but AFAIK that will mostly encompass the AoA and FCS of the jet. I have not seen a dev acknowledge/refute the engine spool times.
  19. Would indeed be nice for a mod/dev to see this and put it in the bug section. If there actually is a difference to IRL, that is a huge thing in ball-flying.
  20. IMHO the FM should be the 1. priority on any module, it is the most basic aspect of flight. It affects more than BFM, although that is where it is most apparent. Not trying to detract from the hard work the other engineers do of course!
  21. A 2-circle fight with heaters absolutely can suit the Viper.
  22. Trailing edge flaps is for high AoA, no? Not necessarily high G. Regardless, the F-16 does the necessary things for best performance. The main things holding back the DCS F-16 right now, is a less than perfect FLCS G onset and questionable pilot G tolerance. I believe that the flight model will get adjusted in the next patch.
  23. Hi, Currently, there is a very aggressive compressor on the audio. This sounds fine on lower volumes, but as you turn the volume up, you notice a lot of "ducking" when certain sounds play, because of low dynamic range. (F-18 RWR spike sound is a good example) My suggestion is to have some options for different audio/limiter profiles, like in some FPS games. A sound profile with a high dynamic range would be a great addition IMO.
  24. Hi, So just a simple request really; Currently the NVG in VR is weirdly focused, the noise filter feels like a "plate," 3-4 meters from your face. I'd imagine that even for IRL binocular NVGs, the noise would not appear in this strange "stereo" that gives you a depth impression. Very hard to explain with words, so hoping that some others that play in VR can help me out here :music_whistling: Keep up the good stuff, ED
  25. Agreed. Until the very basics are done, I won't care too much for new weapon systems.
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