Jump to content

dpatt711

Members
  • Posts

    61
  • Joined

  • Last visited

Everything posted by dpatt711

  1. I just want FC level SAMs. Not just short range self-propelled 2D screen.
  2. Is the RCntrl+F10 menu just a proof of concept, or is that as far as they plan on going with SAM systems? I for one would love to see basic flaming cliffs style SAM systems. 3D non-clickable cockpit and the ability to control multi-unit SAM systems like the SA-11 or Patriot.
  3. Can't seem to find anything in the manual.
  4. Me and a few friends tried this out. It appears you only can do it under ~300kts or else you turn to mush, and it's incredibly hard to actually get a lock. I went 1/52 (Still got shot down, but got missile off first) and my friend went 0/44. I would not advise this maneuver in MP.
  5. Yeah it behaves like normal altitude select autopilot. It begins a modest climb and then levels out at 15,000ft+ I also can't seem to get it to descend.
  6. Manual was quite lacking when it came to deployment of various resources. Also if you're a hands on learner, the manual might as well be written in Latin.
  7. Am I setting it right? I set the three bugs to 0 6 0 (00) and it still climbs and levels out way past 6000ft.
  8. I'm using the Warthog Mic Switch (Not an axis so Axis edit doesn't work) for my TDC slew and it is way too sensitive. One quick flick and it moves 3 crosshair widths.
  9. Doubt it. Way too fast to be a chronometer. Sounds almost like a playing card in a bike spoke. Just more metallic sounding.
  10. How many hours do you have in the Mirage 2000? Oh wait you have nothing to compare it to besides completely different aircraft in DCS world. Weird that it doesn't fly the same /s
  11. Is this intentional? If so it seems a weird design choice since everything else is in feet. I set it to 6000 and it leveled off at 19,700 feet.
  12. Yeah it seems if you log in with email, but don't do any of the facebook or twitter things you don't get an entry. If that's the case you really should fix it. It would be incredibly dishonest and disrespectful to the community to offer a give-away in bad faith (coercing people to support you on social media.)
  13. INS is simply an internal system that feeds information to certain devices. INS is not a gauge or indicator. It can be translated if it was aligned properly to feed an instrument that indicates location. INS errors compound due to the fact that it is an internal system. After an hour it may be off by half a mile. After two hours it may be off by 5 miles. So things like ILS, VOR, TACAN, ADF, NDB are separate. Those are external fixed systems that communicate via some form of EM. They don't lose accuracy. INS would only apply for things like navigating to a way-point. If I want you to fly over a factory, I can't set up a radio beacon to guide you, and you can't rely on visual navigation. It'll most likely be pre-loaded via data cartridges (Mission editor) and you'l simply scroll through them and they'll show up on HUD or HDI.
  14. The TAD and HUD are assets of The Fighter Collection Simulation Engine. DCS: World is a consumer entertainment product that utilizes TFCSE. The Battle Simulator (Which this clip is from) is a professional product.
  15. My only advice is use custom labels. Gradually decreasing their opacity as you get better and better. It'll take you about 250 hours of dogfighting to get good, and after that about 50 hours for each airplane.
  16. You should also upload the tracks. They are a more enjoyable watch.
  17. [ame] [/ame] Here is one of mine, pretty much what the above poster said.
  18. So I was flying the Mig-29S in SP. I lock on in BVR with radar off, EO on. I then hit the radar on key and the little in at the bottom of the range indexer will stay an A when it's enemy and change to ARF when friendly. This is how it should work. But when I go to MP (Tested multiple servers), and hit the radar on key, the symbol will stay an 'A' even when friendly. I probably went back and forth between SP and MP 5 times just to make sure I was doing it right. I was. Any one else having similar issue?
  19. Any semi-active missile can theoretically HOJ. There is no difference between the signal from a jammer, and the reflected signal from the host aircraft. (If there was, it wouldn't be effective). Active missiles are used for HOJ because they can burn through the jammer and will have the required accuracy in the last stages of interception. All in all it's rather useless because you can usually always burn through the jammer before you are even in missile engagement range.
  20. Just messing with trying to create a good gun-cam effect. If you think you have a particular exciting engagement, feel free to send me a track file! I'll be more than glad to apply this effect. I can go higher and lower quality wise.
  21. So I noticed the new PPI for SA-15. Does this mean we are getting higher fidelity SAM operation? What I'd like to see personally (And is a realistic goal) is: Basic Generic 2D vector graphics. It doesn't need to be like the game SAM simulator where you have photorealistic 2D graphics for each SAM. For instance, all fire buttons can look alike, all the A-Scopes can look alike, all the B-Scopes can look alike, etc, etc. All the different scopes modeled. Ability to scroll through units in a battery. This would allow for simplistic control of any SAM unit in the game. Adding a lot of fun to CA. This would allow game-play as follows. You take control of a SAM command station. You power everything on. You switch to the search radar station. Here you basically just have a PPI (Or a B-Scope depending on the radar), you can adjust range, azimuth, and "lock" targets. (Basic Functionality, already implemented in the SA-15). When you "Lock" a target, it slews the tracking radar to the approximated azimuth and altitude. You now switch over to the Fire Control Station. Here you have the fire controls and most likely an augmented B-Scope (Think like the F-15 in TWS, X axis is azimuth, Y axis is range, you see IFF and Attitude) and then you change the altitude you wish to search.) Once you find the target you hard lock it (This is when your target's RWR starts going crazy). Next to the scope you have read outs like you'd see on the F-15 HUD. You'll have an engagement range indexer, time to target, altitude, attitude, velocity, etc. If everything is in order and you have LA you can fire the missile! It's all basic functionality that already exists in the game. The UI could be simple 2D vector graphics, and the theory, flows, and operation in general is realistic. (More realistic than it is now) I made some sketches in photoshop of what I mean by Generic 2D graphics)
  22. Just looked at the 1.5 changle log and it says a .PSD template was added? I can't seem to find it.
  23. Is it possible to remove the gun sight for aerobatics?
×
×
  • Create New...