

Dagger71
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Everything posted by Dagger71
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It seems daunting at first, but honestly once you get used to it, it's very intuitive. I used to have a logitech3d pro before the WH HOTAS and knowing I was going to upgrade I made sure TMS DMS were used on the Trim hat using the 10-11 buttons as modifiers so once I upgraded it would be easier to transition. I've included, what I consider the best A10C graphical HOTAS .
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yeah please provide a track so people can look at it and figure it out. I've never heard of this bug.
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^^^^^^ This! Now I am no expert on modern aircraft but so far of all the sims I have ever come across, the A10C has one of the best almost seamless transition between systems that once you get used to become second nature. The HOTAS function chart, like above, is basically all you need by your side for any mission.
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I wanna make sure I understand what this game is. . .
Dagger71 replied to Lupus4's topic in New User Briefing Room
Think of DCS as more of a open world sandbox simulator. The newer planes will have limited missions/campaigns to start with. The natural progression of learning DCS, start flying the free planes, (the SU25T is a great ground attack and easy to learn). When you buy your first module, do all the training, watch videos and do lots of quick missions to get proficient in its systems. You can then start heading to the PVE servers to hone your skills and even get some much needed help from others while on comms. Then, you can switch to more competitive PvP servers which might have a dynamic campaign and you chose sides in an ever persistent battle. Eventually DCS will come out with a dynamic campaign generator built in. No word on its progress or features yet. There are also thousands of player made missions/campaigns and even some dynamic campaign generators (which are a bit more advanced for beginners). So, DCS is an ever evolving simulator that has more content than any/all other combat simulators combined (except for Arma). -
I've never seen or heard of this before. Do you have a track?? A markpoint in the A10c is a stationary point that won't move. Once created it is stored until overwritten. I think you might be mixing SPI and markpoints. A SPI can change a markpoint cannot.
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Ha! ok I re-read it and totally misunderstood what you actually said initially!
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The problem is a few really bad bugs where passed on to OB and they need to clear them all out before updating stable. Until OB gets polished and fixed, stable will remain the version it is currently on. It sucks but that is the choice you make. All new modules will always release on OB before stable. If you really want the latest and greatest, your option is to switch to OB. Remember that stable is always just an older Beta version.
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Totally agree! makes no sense. Even if it wasn't carried on the on the Blk 50 you just can't leave it out in DCS. I hope they rethink that decision. Not all modules in game have the same loadouts or even systems as IRL. why leave this out. mind boggling omission!
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agree with most except #3 The 10C suite we have is built around the TGP. It's one of the most vital piece of hardware on the hog. But he does have a point about flying high but is only really relevant to airquake servers. In reality an A10C would be fllying 20-30K using the TGP in an area that has air superiority and little to no SAM coverage. Back in the days of Fox 1 and 2 servers the A10C was a must have. Today in most servers (except some of the PvE) the A10C takes a back seat to multi-role fighters. It's a shame. If there were dynamic Fox2 server I'd spend almost 99% of my time on them. Daniel, are you now a Hog pilot?????
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On MP i get killed by F16 aim120c after cranking left and right for several miles almost as much as aim54s. The F16 is deadly with 120c
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So this should probably be moved in F18 bug section. Also it does not seem that the 120b is affected by this logic for me. Can anyone else confirm it as well?
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What they need to make is a MiniFARP with just the refueling/rearming Urals with some ground troops without the pads that also acts as a FARP that can be destroyed, captured, repaired and turned over to the opposing side. In game it could even be dropped off through CTLD. Would be great on dynamic mission servers
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yeah this is getting ridiculous. just chased a player out of fujarah. ACM locked him on takeoff (he didn't know i was there) at 7 nm fired 2 aarams both lofted probably to around 40k, fired third same thing. he ran cold only got him on the deck after chasing about 40 miles . it seems to have gotten so much worse.
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IR MAV - Red smoke marker 'blooms' IR image on DDI
Dagger71 replied to DUSTY's topic in Bugs and Problems
Does this apply to targeting smoke? Thought that issue was vehicles on fire. -
IR MAV - Red smoke marker 'blooms' IR image on DDI
Dagger71 replied to DUSTY's topic in Bugs and Problems
I'm wondering how bad it would be if the color was on other side of the spectrum (blue), but designation smoke is very thick with particles and would most certainly obscure any IR sensor. -
TF-51D 3rd-person-view engine popping SUPER loud the entire time on parking
Dagger71 replied to D4n's topic in Sound Bugs
Try it in SP not around any player placed objects. Sounds like there is some stuttering from your end can't tell what it is, but not a TF51 bug. -
Fair enough of a statement! I am in no position to claim that the modelling is right or wrong. If it is wrong then the modelling would be wrong for all aircraft. If Daniel had a video of both aircraft puling 60 degree hard bank turn generating a constant 8.5gs and the F16 pilot consistently blacks out quicker and longer than the mig 29, then you could claim something might be wrong in the modelling of the F16. Is it possible that FC3 aircraft is more generous when it comes to G Loc.... possibly. The point is if you want to compare, do it under the same exact conditions.
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My comment about comparing a spilt S vs a hard banking turn being wrong stays. Different maneuvers cause different forces in different locations and some (like the split S) will actually cause the forces to rotate around the plane/body. Looking at the HUD and saying see both are reading 8.5 is just wrong and cannot be used to compare anything. This discussion looks like its going off track, insults are already flying, so I am going to leave it after this But if you want to compare Gforce on the human body, you need to compare it using the same maneuvers. That is a fact. Just as you admit, even the body position can drastically reduce the effects of the SAME G force applied to two different aircraft.
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no it will persist until server restarts. and sometimes plane crashes cause invisible craters. I think it used to be client that only clients saw wreckage so after leave and come back it would disappear. So that's a big no for ghost planes flying on their own after a disconnect. What should happen is a disconnect causes an automatic ejection. that would be a bit more realistic, so they lose a life if they return.
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+1 Exactly. Unless you place accelerometers in the helmet torso and feet of the pilot, the readout on the hud will only display the force in the space it (accelerometer) occupies, not on the entire body (which is also dependent on inclination and position). Even if you produce a video of the same turn, same speed in different planes, the forces on the body may be different.
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Sorry but I disagree a split S high speed maneuver has millisecond changes in G forces throughout the maneuver compared to a hard bank turn at the same speed . So if you are going to compare you need to reproduce the same maneuver. "Lateral and longitudinal accelerations don't displace the blood in your body in a way that can make you unconscious (otherwise Formula 1 drivers would be wearing g-suits...)." That's completely wrong. the F1 car cannot produce the same Gs because of its top speed and acceleration compared to say a top fuel dragster which can produce 5.3Gs on acceleration to 60mph. Anyways the point is if you want to compare blackout, you need to produce a video with the same maneuver. But I also doubt that FC3 a/c are more realistic than fullsim jets.