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Leviathan

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Everything posted by Leviathan

  1. Way to much spam to report it all...
  2. Not sure, but the other way round it would work, activating non-steam keys in steam...
  3. There is a HOTAS command/switch, called CMS. CMS forward activates a selected counter-measure program, CMS aft stops it, and with CMS left/right you can cycle the programs. The ECM jammer (when equipped on the A-10c) is activated by CMS down (Z-axis). You might want to check the keybinds out yourself (in the options menu), as I don't use the default ones myself. The boat switch (also HOTAS) toggles the FLIR modes afaik.
  4. You can download DCS:World via steam, and than integrate/buy your keys from steam. It seems that one is also able to register the keys of non-steam DCS modules a second time in steam (at least with modules like BS2, P51 and A10C).
  5. So, in the US Navy you can deliberately shoot down other allied pilots with life ammunition, without being impeached for attempted murder? Good to know, that our western standards of justice are so important to the US government...
  6. So no one knows, what's the philosophy behind some US navy squadrons using the single-seated F/A-18E and others use the two-seated F/A-18F?
  7. Also when comparing the numbers of aricraft in their respective inventories, it is obvious that the Iranian Air Force has no chance. Israel has superior training quality for pilots and ground crews, superior quantity of (btw higher-quality) aircraft in every branche of aircraft type (multi-role, air-superiority, early warning, logistics). Moreover the comparison of F-15I and F-14A lacks any relevance. Both have different roles (one is a strike fighter, focused on complex bombing missions, the other one is an interceptor/fighter), the F-15I is a modern aircraft, the F-14A is mostly outdated, plus outnumbered. The comparison should be between the F-15 (A-D) Eagle and F-14A (where the F-15 would still be more reliable).
  8. So there is a distinction between some US Navy squadrons being dedicated to precision AG-strikes (two-seater), and some squadrons that are more focused on A2A operations (fleet protection etc.) + simple "mud-moving" and use the single seater? Still, all of them are designated with VFA-x, so no real distinction in their names, that's what confuses me. And also why not just buy the more versatile two-seaters, but for some the single-seaters, for others the double?
  9. Out of interest because of the "upcoming" DCS F/A-18 modules, I looked up what model of this AC type are used by the USN strike fighter squadrons. I noticed that some squadrons seems to be completely outfitted with the single seater E variant, whilst others only rely on the F double-seat variant. Does anyone know, why certain squadrons prefer to fly with and other without a RIO on their Super Hornets. Do they have different combat roles, is it preference by their squadron commanders or has it historical reasons, that some use F's while others use E's?
  10. Generally the hardest thing at the beginning with a study sim like the A-10c is, as so often in life, to get started. First to get started with the theory: reading the manual/watching youtube videos, learning the systems and terminologies, and then to get started with utililizing your new knowledge by creating a little training mission in the editor to learn and apply things like weapons delivery, even though they might seem complicated and frustrating at first. But with this effort, which needs a little bit of discipline at the beginning, comes the reward. The Sim really gets interesting when you are able to use it (in combat). Personally the first thing I do with every aircraft I'm new to, is to learn how to land it properly. What's any flying and fighting skill good for, when every landing attempt ends with a crippled aircraft? Luckily landing the A-10 is not that hard (due to the TVV and AoA indexer, watch/read tutorials on these!), and after 10-20 good landings, you should move on to more interesting stuff. Next would be to read about the names, location (key binds) and functions of the HOTAS commands (there is a good, comprehensive chapter about this in the manual). Really important are TMS up/right, DMS and the China hat, as well as NWS (Nose Wheel Steering). At the same time it might be worth to take a look at basic ILS landings and basic TAD/Nav skills (e.g. cycling through Steerpoints, zooming in and out on the TAD), just to get the basics of navigation. Any of these turms can be easily found and explained by doing a little search in the manual .pdf) For weapons a good start might be to just learn about the GAU-8 and FFARs, as one can have some easy fun, by just blasting things away with unguided rockets and 30mm rounds. Now that the first delight of blowing virtual things up is quenched, it might be time to familiarize yourself with TGP, Mavericks, guided and unguided bombs. Important are the concepts of CCRP (level/toss delivery) and CCIP (dive delivery) for using bombs and rockets (although P*Funk wants to trivialize the worth of CCRP bombing, both methods are important and rewarding). Usefull to get confident with weapons delivery is, to understand the effect time and space, and thus speed, have on the ability to find and engage targets. It's not fun to always/often overshoot an enemy target, not being able to kill it in one run, only because the preparations for it took too long. It's better to approach things more slowly (if the threat level allows for it) and having time to set things up and acquire your targets properly than being in a hurry and losing track of whats going on around. The last stage of basics one might want to learn, are things like CDU mangagement (input of JTAC and bullseye coordinates), using the sidewinders to shoot down some helis etc. and of course using the counter-measures (flares, chaffs, ECM jammer), skills that are are needed in most missions or just for the purpose of completeness. The real fun starts, ones these basics are learned (it really doesn't take that much time to learn them, but to perfect them). The more advanced stuff includes trying out some real life procedures, playing around with emergencies, perfecting the flight skills (coordinated turns, aerobatics, formation flying), as well as some more difficult things, like Air Refueling. Hope, this helps a little bit to see what things are needed to learn and how all this could be approached. I agree, that it is important to perfect flying skills and understanding what makes complete (virtual) airmanship, but the danger is that one delays the theory and learning things a little bit too much and then loses enthusiasm for the sim, because of the frustration of not being abel to do this or that yet (e.g. delivering the most basic kind of ordnance).
  11. What's wrong with CCRP?? :P
  12. Oh, a typo ;) I'll edit it, thanks for making me aware of.
  13. The ECM jammer itself will make you harder to detect/lock-on by enemy radar-based SAMs. Once you see an enemy SAM signature on your RWR (the round radar gauge in your cockpit) you activate it by pressing CMS switch down (Z axis). You might look the exact key binding up in your options menu, because I have mine changed to something else. Furthermore there are certain modes that can be selected on the front ECM panel (below the UFC and HUD), which are AIR, AAA, SAM1, SAM2, that stand for specific modes against specific threats (SAM1/2 being radar missiles, AAA is anti air artillery like Tunguska etc., AIR are Air-to-Air threats if I remeber correctly) Then there are the CMs (countermeasures), which HowlinWolf was talking about, consisting of flares (against IR threats) and chaffs (against radar threats).
  14. Anyone tried a A-10c vs. Musting guns only dogfight in multiplayer (I'm sure someone has). How do they compare to each other? I mean, the P-51 is the designated fighter, but both are subsonic and the A-10c has a good turn radius, plus the bigger gun and a pretty tough layout...
  15. Not sure if some of this hasn't been stated before, but additional to the wishes already listed by others I have a few "smaller" ones: 1. A Replay button in the SP ingame menu (good for replaying critical scenarios over and over, very simple, but very important to me :)) 2. What about a mission cartridge like in BMS, to be able to set comms and CM programs pre-mission? 3. An AI that actually comes and stays close when ordered into close formation, but whithout tendency to crash into other planes for no reasons (although there might be bigger concerns about the AI in general) Just a few things that came in mind right now, which are not gameplay changing or revolutionising, but would come in handy in some situations.
  16. Hi, I'm really new to all the dogfighting stuff, I know some of the theory behind it, but putting that to action is extremely difficult to me. I've played the quick start dogfighting mission approx. 10 times now, and whilst the Fw190 got on my tail every single time, but before it gets the opportunity to shoot me down, I always break my Mustang or crash into the ground. My problems are that 1. Every turn I do inevitably ends up in a violent snap roll, mostly followed by a high speed stall 2. Nearly every split-S maneuver ends up in a spin or sometimes, when doing the roll to early snaps off both wings 3. In this default dogfight mission the Fw190 always out-turns me in the beginning head-on clash, no matter how early or late I start to turn. So really the problem isn't that the Fw190 is too strong, but more that I find the P-51 to "instable" when doing BFM. Part of the problem might be that in Falcon BMS yit's pretty hard to effectively stall an modern day computerised F-16, but these WW2 things seem so unreliable in what they are designed for: aerobatics (at least if piloted by me). Any suggestions or guidelines about how to steer the Mustang in air combat without stalling during every single maneuver (e.g. any special things to take into account, aside from "take it easy with the stick")?
  17. I tried but it didn't really work, then came the SAM and hit me. That was where the fire handle came in handy as I had my engines on fire for real now :D Made a nice emergency landing though.
  18. When talking about fail moments, I just accidentally hit the left engine fire T-handle shutting that engine down mid flight while attacking AAA. The rest of the mission went pretty bad, because of this. But yeah, I blew up an A-10 by trying to find out how low i can get and still drop bombs. Like in these vietnam war movies where they drop napalm from low level flight ( )... Afterthat I got punished for blue on blue, shooting myself down :(
  19. That'd be a nice thing, but nobody yet officially knows when that will be, right?
  20. Advanced Flight Model: F-15c, does that mean, there will be a stand-alone Flaming Cliffs: F-15c module?
  21. To me most important are these three things: 1.) A faster modern day jet, with A2A capability (or simply a multi-role fighter). 2.) At least one other map, favorably the Nevada map to have a new terrain to explore and to divide between training areas (e.g. Nevada) and campaign/combat areas (Black sea area). I find it odd to imagine having training flights in American aircrafts like the P51 or A-10 on airports which (probably) no one in Europe/America has ever heard before (Sukhumi-Kolkhi, Kobuleti etc.) - well, except those military pilots that operated there during the Kosovo war and after. 3.) A better AI, with better behavior for formation flying and group maneuvers.
  22. Phew, I finally got it. I didn't flare enough that was the main problem. No beautiful landings yet, but at least the ground crew does not have to make overtime repairing my landing gear anymore.
  23. The main problem to me is that the Mustaqng has enormous sink rates even when the nose is lowered a few degrees in the approach. It's also nearly impossible to me to predict where the glide slope is pointing to. And thank you for the invitation, I will have to see, if I can join you b/c of time zones.
  24. Thank you for the videos, but I'll stay with my good old hog for now. She is forgiving, not like these tail draggers...
  25. Gosh, the Mustang is such a dirty [edit] to land, 20 attempts at landing and the landing gear didn't survive a single time. Never ever have flown a plane in a sim that was so freaking hard to land :(( Even the A-10 was 1000 times easier to get down
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