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TAW_Blaze

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Everything posted by TAW_Blaze

  1. I started using the script editor today and I'm stuck with something. Basically I want to execute a command indefinitely with some delay if a 2-way switch is in the forward position, and stop if it's in the backward position. I thought I would do this with a function and a while loop but it's not working and I honestly have no idea why. The current target application is to cycle through waypoints in both directions using the fuel flow switches on the throttle. This is what it looks like currently (key pressed is just randomly 'a' for testing purposes): ... main MapKey(&Throttle, EFRNORM, EXEC("WP_INC();")); ... int WP_INC() { int delay = 1000; while(Throttle[EFRNORM]) { ActKey(DeferCall(delay, &ActKey, PULSE+KEYON+'a')); } } ... Help is appreciated! For now I'll probably settle for making a simple CHAIN, but it won't look pretty :)
  2. If it's possible to give the mission designer an option to enable/disable it that would probably be the best to control timeframe. Although if you disable it you still have the problem of having a blank HDD which would be rather lame.
  3. F-15C has one of most detailed PFMs in DCS. Getting FC3 is more value compared to just the standalone F-15C though.
  4. I always thought that if the focus of development was more concentrated on ACEVAL/AIMVAL era it would bring a more engaging, skillful and entertaining environment. The classification is not nearly as bad so there could be more adversary aircraft / systems going around from the 70s and 80s which would contribute to an overall more complete environment, which matters most of all in my opinion. I think at this point it's pretty clear that we'll be getting modern modules of all timeframes, my only hope is that the mission designers' ability to recreate a certain era will not only continue to exist but grow over time.
  5. The main problem with AI in a guns fight that a) they do 2-3 different things but that's all b) they almost never pull the trigger unless you're flying straight level for an extended time c) they don't max perform their jet d) they don't really react to what you're doing Basically there are 2 ways of losing against an AI in high aspect BFM, 1) you get hit head on before the merge because you didn't maneuver 2) you run out of fuel Because of these things it's not very beneficial to practice BFM against AI. It can be useful as a challenge to see what's the fastest way to defeat it, or how to defeat it handicapped (bags) etc. but most of the things that work against the current AI will immediately fail against another player. So I'd recommend to try training in PvP (there are some guns only servers around) and only use AI to drill what you already know works against good opponents. Otherwise an empirical approach will teach you relationships and tactics that are wrong in a normal environment.
  6. 1) In my experience the most important thing is to know your relative performance, where it favors you and where it favors the other guy. Stick to the envelope where you're stronger. For instance a while back I was dueling a Mirage in my 15 and I didn't realize that the baguette is significantly better at scissors (especially flat). The other guy on the hand knew that this is his forte and kept forcing my hand into scissors at the second merge. At the beginning I was completely fine going there but it pretty much always resulted in a loss for me. After a couple fights I realized that this was the main problem and tried to stick to my guns and force 2 circle fights no matter what. One of the most difficult things I found was to stay calm and avoid accepting the scissors even if my gut feeling was that it would be the right move. In that scenario albeit the 2 circle flow is slow but if you do it right the 15 wins it most of the time. 2) The other thing I'd mention is that you should use lead / lag appropriately. This is not an easy thing to do and as far as I understand the principle is that you're using lead to collapse range / closure while increasing AoT to get a snapshot or kill. On the other hand using lag you can preserve your position, this is particularly important when you get to the point where you cannot effectively push any further without throwing away too much energy. In case of offensive BFM what I noticed lately is that in many cases you can push in until you can't anymore, sit back to lag and keep your spot until the other guy makes a mistake or the flow of the fight favors you and you can push in further. 3) Know how far you can push at different scenarios, especially in the offense. This mostly comes by experience and is very important to preserve energy instead of wildly throwing it away hoping to get a lucky snapshot only to find your nose 2 feet behind the other guy stalled out. 4) Be conscious about your merge speed / altitude / plan and the same for your enemy. I.e. if you're pushing your usual corner speed and you run into a guy who's doing 320 knots chances are he's either looking for a nose low or 1 circle plan. If you manage to force him into a 2 circle or nose high you have pretty good chances. This can be further preplanned with relative aircraft strengths in mind etc. 5) AI has SFM so the loops they can do is.. a bit questionable at times. Unfortunately having some ideas, like I do and understanding it is two completely different things. Applying it in combat is another. It's a very delicate art :)
  7. What is this .363 patch? Does anyone know?
  8. Allright, thanks :)
  9. I use stock settings. For flying fighters I think they are perfect, the progressive increase in tension provides an incredibly good feedback in dogfights to know how much you're pulling and how much to ease when overpulling. When I ordered the stick I was not aware of this difference compared to the TMW, but it's a complete game changer to me. I haven't tried the other springs / cams, although I feel the strong springs would be too much and similar with the cams. Soft spring is a no-no for me, I think it would result in a similar situation as the TMW where you can throw the stick around with the same amount of force. I added a curve of 20 ( or 22 or 25 I honestly don't remember ) because I often let go of the stick during normal flight and when I reach back it would cause insane bumps in input. I might try deadzone later, although I think I'll probably return to the curve only solution. It also helps with precision around the center. Which reminds me. I absolutely love the precision combined with the complete lack of inertia on the stick. With the TMW even with significant curve I'd have to squeeze the grip all along to do precision flight (i.e. formation or AAR) while with this I can just sit back and enjoy the show. Simply awesome. As an example I used to have a 3rd party virtual controller for the TMW just during AAR to shrink the input range to 1/10th so I can make precision moves with full deflection. It was still hard to complete an AAR, even when practicing all the time. No need for any of that nonsense now. Not even practicing, I literally sat down the first time and completed an AAR with 2-3 disconnects with bags on.
  10. Thanks guys. I only tightened it by hand so far but I guess I might have to find an appropriate wrench and tighten it a bit more.
  11. I noticed something weird.. if I accidentally twist the grip a bit it can somewhat easily become unsecured and loose, and then rotate around the center. Is this normal? I've been paying extra attention to not do it and it's OK so far, just wondering whether this only happens on my end or it's common.
  12. Clickability has nothing to do with that. It's about systems modeling. You could easily make FC3 clickable, but it's pointless. What matters is the systems modeling behind the switches. Being clickable is about 1% of the workload when creating ASM.
  13. What's with all the canopy scratches? Impossible to see anything during night when the moon is up. https://imgur.com/a/5IPy74k
  14. Same thing with RWR, too many U-s running around lately. Not to mention the blank RWR symbols :)
  15. This is just my observation but I think people got overall tired of progress resetting every time there is a restart. Not that this happens too often, but still. In early weeks of 2.5 I think we pretty much had full server on weekends and now even on Saturday EU peak times it often doesn't even reach 40. Even worse for Sundays. It can also be pretty tedious to connect to the server if you just got home. It takes ~ 15- 20min even if you have a good system :D
  16. I've been flying with it since yesterday. I added 20 curve in both axes and it feels pretty good. I actually thought I'd want to have the soft centre and the medium so I guess I'll stick with it. Thanks. If I evel feel like messing around I might try the others, but not for now.
  17. I just received the stick. Does anyone know which cam/spring is installed by default after shipping?
  18. For simple PN guidance like the SARH we have, is it just the control loop being incorrectly implemented? (Disregarding MP lag and lottery ECCM)
  19. Don't remember now. Thanks. On splashonegaming it says 14z though.
  20. @Moltar: when is our match next week? I see all kinds of info between 13z and 15z depending on where I look.
  21. It's not limited to ground units, this can happen with anything. I've had it with dead missiles, fighters STTing me, SAMs etc. It's actually very annoying. Usually no matter how long you wait it won't display anything..
  22. Awesome work from Aeons today as GCI. :thumbup:
  23. I agree on the empty part. Fighting datalinked flankers with EWR + AWACS support pitch black with your own AWACS shot down is "interesting" :D
  24. As long as they are on blue :megalol:
  25. Lmao.. :megalol:
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