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AndyJWest

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Everything posted by AndyJWest

  1. Scoring seems not to be working in SP either, at least for A/G.
  2. Discuss the idea and feasibility? OK. Idea: Bad. There are lots of first-person shooters already. Created by developers who know how to make them, and want to. DCS makes its money doing what it already knows. Why chose to compete, in a saturated market, with people who've been doing it for years? Feasibility: Low. No game engine trying to combine a first-person shooter with study-level air combat simulation is ever going to be able to perform as well as engines designed expressly for either. Too different, with contradictory requirements in core areas. And at the end of the day, even if someone were to come up with something that worked, you'd rapidly run into 'gameplay' issues with the very different scales at which combat takes place. The first-person shooters will be fighting each other over a frontline that the pilots will fly over in seconds. They'll be lucky if they even notice they are there.
  3. Two entirely differing approaches to design.
  4. And, if you don't want extra excitement, figure out which way it is going. A head-on rendezvous doesn't really work, and I won't be trying that again...
  5. Two weeks * Mach 2.4 / SNECMA + Ooh la-la = 7.37 Austro-Hungarian Krone. Or thereabouts...
  6. For a moving carrier, to get the resultant wind straight down the angle, it needs to come from a direction somewhat to the left of that, and be sufficiently strong to be able to compensate for the angle - the exact angle depending on the relative ship and wind speeds.
  7. There are forested areas on the SA mainland part of the map.
  8. Take a look at the satellite images on Google Maps. There are a few clearly intentionally-grown trees next to human settlements etc, but nothing else.
  9. Yup. I had the same issue at Port Stanley, in a Harrier.
  10. Cichlidfan was definitely one of the good guys. I got a free Huey from him, which I'll be taking out for a memorial flight...
  11. There's a table of TACAN frequencies here, if this helps: https://wiki.radioreference.com/index.php/Instrument_Landing_System_(ILS)_Frequencies
  12. For any given set of conditions (weight, IAS, MACH etc) there will be an optimum sweep angle. It is the job of the auto control to match this as best it can. I'd be surprised if a human pilot could do significantly better.
  13. I'd guess that they put brightness and contrast knobs there in the real aircraft because they needed adjustment depending on conditions...
  14. It seems readable enough to me if you adjust the contrast and brightness.
  15. The castoring behaviour seems a little odd to me too. It isn't usually a problem on an airfield, but can get awkward quickly on a carrier with any obstructions at all. Particularly with the sort of relative wind over the deck needed for launches at high weights, since it tends to turn into the wind even when you don't want it to. Modelling the guy with the tiller clearly isn't practical, but it did occur to me that a (hopefully) relatively simple fix might be to add some sort of 'straighten nose wheel' command that could only be activated when the aircraft was stopped. This might at least simulate the deck crew helping out with steering to some extent, without making everything too easy.
  16. Or at least, they thought it was.
  17. The left rudder pedal is invisible under night lighting: see screenshot: Latest open beta version.
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  18. Ice? Not sure if it's modelled, but IRL this can happen in the right conditions, e.g. descending through cloud. There is a pitot heater switch on the left forward console.
  19. If that is her first heli sim flight, I'd say she's a natural.
  20. Or you can plot it with a compass and ruler, and measure the resultant angle with a protractor, like any competent old-fashioned ships navigator should be able to do. Don't need maths to do trigonometry.
  21. As I understand it, a real-world Hornet can only be catapulted with external tanks if they are either entirely full, or completely empty. I'd guess that is the reason they are done that way.
  22. A few Erks may have been Oiks, but it wasn't a requirement...
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