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Everything posted by TAW_Blaze
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I think keeping the W.I.P. extrapolator in game should speed up to development process, if you put it away there will be no community feedback. What should be done instead in my opinion is to make it even open to the community by giving us updates what's going on with this in particular. Network code is one of the achilles' heels of the entire sim and at the moment we can barely tell if this is some low priority sub project or one of the main development goals they are working on. Yes we can see notes of being updated every now and then but that hardly says much. I applaud the effort put into reworking the whole thing because it indeed created a lot of problems, but maybe the communication between ED and the community can be improved about this.
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**Bunyap Pre-Alpha Video - F-14 Carrier & More!**
TAW_Blaze replied to Cobra847's topic in DCS: F-14A & B
Awesome! Although with that touchdown I'm pretty sure the nose gear should've collapsed and then plane would've gone splat. :D -
Flanker that was an insane clip, thanks. I don't think so, in a spiral like this if you get out of it the other guy will be more or less immediately behind you. I can't comprehend how anyone could consider the opponent not being fully focused on him in a scenario like this. Your best shot is to go through with it and try to set up an optimal exit plan. Maybe he will have a worse one or screw up or you can help him end up in a bad one but whoever gets the advantage on the exit will usually win.
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What about adding vertical instead of yanking the stick? For me usually when I ended up in that situation I would've GLOC'd if I started pulling harder so I'd either drop burners or just add some vertical to it.
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I think so, but my BFM imagining skills are a bit shady after over half a year of not flying. :D It probably depends on airspeeds and the setup of the 2nd merge.
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Obviously there isn't a tactic that always works but with educated guesses you can figure out what could work best. When fighting good opponents it's always about being unpredictable. I remember in one of the JW's last year I was left alone to defend our only A-10 to complete our A2G mission when I had about 6-7k fuel left about 100 nm off the base and no missiles while the other guy was stacked with missiles. Somehow I baited him into going defensive then chasing me after the recommit into another defense and then me chasing him back at which point our striker was done. Poor bandit ended up crashing into the mountain because he ran out of fuel and we all RTB'd safe. Bottom line is just like in poker, a good bluff is as good as a royal flush. Your move doesn't have to be legit or good, all it has to do is work at a given time. Only an experienced fox can be the judge of that :) Oblique turns are pretty common in any merge where you're equal and could potentially both get a shot so instead of taking the gamble you prepare for a longer energy fight. But this is not usually something you plan for straight away, but rather adjust for depending on how the fight develops. The tricky part is not giving up too much angles to do the turn right and deny his shot, because if you do, then you might aswell give it up to him.
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I disagree but not the way you think. Doing that is simply not as easy as you make it out to be, but you're so much better than everyone else you can get away with more or less whatever you want to do because you can adapt and make up for any disadvantage you thrown yourself into. Now I've done the vertical merge many times and discounting the ones where the enemy got caught completely off guard it usually ended up in a quick loss because if the other guy keeps his speed he can gain angles on you when you're temporarily losing speed. I guess it can work but I still haven't managed to figure out what the key was to making it work. At low to med alt he can stay around corner in the horizontal as much as he wants and his STR will usually win the fight sooner or later anyway. Staying purely vertical is not an option IMO because it's too predictable. On the other hand if you go split S against someone who goes up you're indeed definitely going to lose and very fast at that. :D
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+1 Or if you know the other guy is busy doing something else and doesn't see you. :)
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 8
TAW_Blaze replied to gregzagk's topic in Multiplayer
I have to ask this and I think it might be to the benefit of others too: I've seen people complaining about how planes are not displayed where they really are and therefore gun shots and missiles missing a lot. I imagine this was something related to the new extrapolation algorithm. Has anything been done about this or it still works like that? Haven't seen any news related that would've mentioned a fix. -
This is only good at long range shots where cruising at high altitude will significantly boost missile range, however because of guidance issues it doesn't work in the game at all. Do this close to medium range and your missile will either lose the target or have a god awful terminal angle. Well since you fired at like 60 km it's possible the angle was not as big as I thought before but I'd say you're better off trying to put your nose down and making sure the missile is going to start flying towards the target because if not it'll just immediately waste a lot of energy doing exactly that. This is especially important at normal DCS ranges because at that your missile will dump so much energy it'll actually never hit the target. It's all a matter of understanding the guidance behind, I haven't flown for a while but I'm pretty sure not even the 120 can loft in any form of reasonable profile.
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This is probably some bug with the new extrapolation algorithm. Be patient.
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I see. But what about the azimuth angle between you and the target? Since you said you were flying level I assumed you had a rather big angle (20-30 degrees possibly) which could easily cause a pushover like you described. EDIT: I obviously meant ELEVATION fml I wasn't paying attention to what I was typing
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Did you just not read what I said? He was saying how the missile fell short because of kinematics. That's ridiculous considering he didn't even bother to properly line up the target at launch. You can't just pretend guidance is shit based on things that only prove pilot incompetence. If you don't even bother to line up the target then you shouldn't even be really expecting hits. We get it that guidance sucks but you'd better make sure you're doing your best on your end while trying to prove that. If all ED sees is some guy having no clue about how to use a weapon then complain about things they probably won't even bother to care. Again I'm not saying guidance is flawless in fact it's quite the opposite but that doesn't mean you can automatically blame everything on it.
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It can reach 4.5 just fine, 10 km MSL at 900 km/h is shit. If you're not doing M1+ at that alt in BVR you might aswell pull the ejection handle. ER actually has quite the edge at space invader shootouts where drag is close to nonexistent compared to low / med alt. The main reason people don't do this much is because guidance sucks and you often can't rely on your ERs even in a 1v1. ET is way draggier than an ER because it has a flat IR seeker instead of a radar cone that's got actual aerodynamics. Fin size has nothing to do with maneuverability at optimal speeds. Like others already said AMRAAM has a higher G limit than the 27 despite having smaller fins. At M3-4 the limiting factor is the structural strength. Around M1 big fins will give you a better turning capability but that's useless because you'll never catch the target at that point.
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What you're describing here isn't drag but rather the force the fins create to turn the missile in a given direction. Bigger fins might be able to create bigger force to turn but practically it's next to useless because slammer fins are more than enough. Big fins would allow for higher G load at slower speeds however this is totally irrelevant since if your missile is slow it probably won't catch the guy anyway. On the other hand fat fins create massive air resistance that hinders acceleration under all circumstances and will also cause the missile to lose speed faster once the motor burnt out.
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Everyone's taking a break.
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All this would cause is a bunch of cheaters flying only on that day, until DCS has reworked export features this is a no go. If this was a thing people would quit flying while it's on alltogether and eventually the server would be either empty or full of people who abuse real time tacview. It really does suck though that you have to run replays to record ACMI, especially when said replays are always buggy. :D
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I can't remember the last time I got hyped so much about a feature of an update such as this rework of extrapolation algorithm. I haven't had a chance to try it out yet and probably won't for a while, but this alone could be a total game changer. If it works as I think it does then network stability will shrink in importance as you won't have people desync warping 10s of miles back and forth making any missiles fired at them immediately go dumb, and also dropping them on your sensors. It'll also rid us of the never ending annoyonce of people warping back and forth in front of your gunsight even on stable connections with no lag (IMO when it comes to dogfighting this is the most ridiculous and annoying thing). Combine this with improved server stability and this will go a very long way. Keep up the good work and don't be discouraged by all the negative talks. Anyway that's how I imagine it, I have no idea what the actual rework of the algorithm will perform. I saw that c0ff said it'll get rid of the warps but despite all our optimisim only time and practice will tell what it really does. However I have no doubt if it isn't perfect right away, it'll evolve over time. :)
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Definitely agree and I said this aswell. Albeit OP seems to handle the avionics allright, he seemed to have found the bandits in time despite all the turning. :)