Jump to content

Viper99

Members
  • Posts

    27
  • Joined

  • Last visited

Everything posted by Viper99

  1. The rudder is controllable in all speeds which is wrong. Basically you can apply full rudder when supersonic and the plane would brake up. In the real Viggen the pedals are locked with hydraulic pressure (250 bar) above 550 km/h to protect the fin. The FCS might apply corrections on the rudder above that speed, but exact control laws are unknown to me. Other Maximum rudder angular velocity is about 60 degrees/s. That goes for all rudder surfaces. Maximum roll speed is about 275 degrees/s.
      • 1
      • Like
  2. When you press the M button on the RADAR stick when in SPA-mode, the radar shall go live for one single sweep, with enhanced luminescence on the RADAR display (CI).. After that single Sweep the RADAR must go silent again. The concept is as this: Approach att low level, climb to 100 m, one RADAR push, go to counter course as you descent back to 30 m. When on counter course you update the RADAR shadow tracking (SKU). The CI "memory" (hence the "M" button) must extend over a practical time where you still can see the targets. My estimate is between one and two minutes. Summary: M button should start a single RADAR sweep while the CI increases the luminescence and keep the targets for enough time to allow for later track update.
  3. Yes! Windsock is very important! :pilotfly:
  4. SU-24 Co-op pilots Su-34 with co-op pilots is the obvous choise and value adding aircraft. I love that one! :smartass:
  5. Ok, but explicitly - can a vehicle host a trigger zone? And how do you model what you are saying? Best regards
  6. It would be nice to be able to shoot infra red flares or drop IR light chutes. Only visible in infra red ofcourse. :) :D
  7. No reason to be rude or insinuate that you are intelligent
  8. You are missing the point - it is not necessary for player to stay in lifeboat. And Eagle Dynamics can script what they want - if they think "killing lifeboats" is a natural part of war - fine with me. If you are correct: why even simulate a sinking ship rather than just remove it from the arena when hit... Waste of time is not your call. ;) Regards
  9. When a pilot ejects over water, there should be a life boat in his package that will be the obvious position to wait for rescue instead of just drowning. Pilot should - by the way - not extend parachute above 6000 feet AGL, but wait. When friendly units are close, water dye or smoke should be able to trig. This goes for ships that are sunk too. Slightly larger life boats should be put in the water as the ship slowly sinks (dependent of damage level - no lifeboats: all is dead). It shall not be possible to "Kill" lifeboats, but rescuers. Life boats should drift with the wind, but not at full windspeed ofcourse. Life boats or pilots should "disappear" very close to a friendly unit, such as other ship or hovering chopper, emulating a pick up. (Could render points for the team). This is important for "humanitarian" reasons as well as it would be really cool.
  10. Russian Signal officer: "You are instructed to land - do so!" :smartass:
  11. But DCS stands for Digital COMBAT simulator....some of us havent got the "light your hair on fire" fix yet Maybe "Digital Civilian Simulator"... :smartass:
  12. Ships (or vehicles) should be able to host a trigger zone of circular or elongated shape (along with vehicle). This means that the trigger zone should move with the object. This to be able to procuce different kinds of reactions based on that another craft is observed, or to emulate some kind of cooperation, such as lights when landing is intended but it is not necessarily by a jet with hook. Positive trigger at vehicles or ships should be able to affect state, speed, course, disperse, lights or other local commands, such as activated use of defensive or offensive weapon systems, smoke or flares - as well as messages or sound files.
  13. Viper99

    Lights

    Item one General lights on ships should follows green or red state - or auto. When set to green - this is important - lights should always be on, day or night. When set to red - also important - lights should always be off, day or night. When set to auto - it should follow red or green state as well as day or night. This should not interfer with carrier landing guide lights as such, but could. Item two Placeable static lights. I want to be able to put lights "on" anything, such as top of masts, rigs, and derricks; but also on hangars lighting at the apron, etc... The lights should be its own static object with height and place, as well as colour, strength, flashing period in seconds (one decimal), shape of beam and direction. Most important is, however, RED, WHITE, GREEN - all omnidirectional; white 10 degrees spot (then you can combine several to increase beam). Light source must be visible as point. Item three Lights should be able to respond to trigger zones - on or off when in or out of zone. Rationale Lights are an important part of the flight environment in dusk, night, and dawn, and play an important part in establishing combat awareness. By using triggered light sources, you establish a sense of intelligence managing the lights.
  14. Is there a way to simulate lost morale? I guess with some kind of percentage counter and triggers. For example: When 1/3 of the group, groups within a zone, or side, is dead or incapacitated, the skills or remaining part (se above) will drop drastically or even freeze them entirely - maybe even drop in numbers due to possible suicide, illness or defecting.
  15. Hi, I want to create a scenario where one or serveral units are defecting. They must start beloning to red or blue and then change side when a certain criteria is met. This is cruicial for ROE, and if the unit(s) are classified as targets or not for either side. I also see the need for rouge armies, that does not belong to any coalision. Which will be treated as targets for either side. Hence: I want to classify a unit as Red, Blue or Rouge as defined by set criterias. Best regards :smartass:
×
×
  • Create New...