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VampireNZ

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Everything posted by VampireNZ

  1. Thrustmaster T.Flight Rudder Pedals are plenty good enough, is what I use. In so far as what aircraft - I would have to say the Viper! Awesome ground pounder along with being amazing at A-A, very simple to use - although the whole A-G aspect is still WIP or not implemented yet (proper TPOD control, AG radar modes etc). Plenty still working to get the job done thou. Yes it is FBW but personally I really enjoy the razor-sharp control you have - especially when using a force-sense sidestick like the FSSB. View from the pit is amazing (especially in VR). A-10 is of course a great ground-pounder too, but is slooow. If that is what you are after then all gd, just loitering around slinging stuff out. The systems are far more complicated to use than the Viper, or the Harrier for that matter. Many modes etc. for each weapon, you better know that HOTAS back to front and stay current! I did enjoy the Harrier when I was flying it (awaiting the Viper), again it is quite slow but a hell of a lot faster than the 'Hog. Very competent ground pounder but that is it - minimal A-A capability. Then you also have the nifty vertical flight aspect which is interesting and fun. I see ppl have mentioned the Tomcat, which is my personal fav aircraft IRL - but doesn't do it for me in DCS. Jester is completely hopeless (IMHO) and having no real control of the radar is frustrating (for me), compared to the Viper where you do it all. You also need a mod to control the TPOD from the front which is actually really fun to use, but which will be purposefully broken by HB when Jester can use the POD for 'realism'. The aircraft and flight model are beautiful and she is a joy to hand fly, fuel for days and you get carrier ops. Will probably re-visit her one day when HB stop changing the flight model every update, and Jester becomes more useful than a retarded monkey.
  2. ...cause 'MERICA...FCK YEA! World Police dont ya know. :music_whistling:
  3. Will do - cheers :thumbup:
  4. Right - good to know lol. Log excerpt attached for a quick 1 second burst as soon as entering flight then stopping. Interesting points - it seems you need to enable logging to get any gunfire effects for starters. Started DCS again with no logging = no gen effect at all. With loggin on I did get a gun effect, but it continues for 2+ seconds after you have finished firing, and after a few times you will either get no effect again or it will be super delayed by about 3+ seconds, and you seem to be getting a very rough effect like AB is on, when it isn't, for a while. All very strange. Log/pic attached. Gun Fire.txt
  5. This file? Latest version log entry from the documents folder attached. I see it mentions Tacview - could that be causing a problem? Never been an issue in the past. SSA Log.txt
  6. DCS Open Beta, Single Player, Just now updated to Version 1.3.10.2 – beta release. Quickly tested Viper - still no gun effects. All other effcects seem to be working fine.
  7. Negative - SSLR off for me and still have those ugly switch reflections in the LH side window.
  8. That isn't actually a bug - that is how the F-16 system works with SP's and the TGP. Unfortunately ED has decided to not model the CZ function (Curser Zero) which resets all SP's to their original location after prosecuting a guided munition attack on a certain steerpointpoint. Kind of a critical function for the Viper - so only reason I can see not to include it is they don't know how.
  9. I can confirm I have no gun fire effects for the 3 aircraft I just flew - F-16, F-14, and KA-50. No I am not using unlimited ammo.
  10. Nope - just doing what I was doing when it used to work. Took a break from DCS for 2 months while waiting for Viper functionality - came back, no gun effects - updated SSA to latest beta, no gun effects.
  11. I was just wondering why there was no longer any gunfire effect for the F-16? Currently using Ver. Beta 1.3.9.4.
  12. Just select Dogfight mode, select ACM radar mode with the TMS on stick...put dot on enemy and pull trigger - watch them burn!
  13. Side stick with the FSSB Lighting base for the Viper- awesome!. VKB ctr stick for everything else.
  14. Actual RL aircraft mapping for A-A & A-G modes. Refer to DCS manual for operation of specific available DCS F-16 features.
  15. The only real use for it in the sim is a nice notification of being in AB. MIL range in flight = no needle movement. Also I believe it should be around 60% at full AB...but I am sure the 'SME's have given max 40% the nod.
  16. :thumbup:
  17. 1. Make a simple mission in the ME with no wind - Tables use zero wind/slope. 2. See 1 above. 3. Generally the standard runway surface not including overruns. Use a standard runway - see 1 above. 4. Runway length is reported in Feet. 5. Irrelevant - just use a Caucasus airfield at sea level - see 1 above. Why are you calculating refusal speed? Your refusal speed just says you 'should' be able to abort a take-off safely below this speed. Not that 'exactly' at that speed you will perfectly pull to a halt in the last foot of the remaining runway. You might like to focus more on calculating Short Field Landing Distance - bit more relevant. SB - Open 13 Deg AOA Zero Wind/Slope Idle throttle Max Effort braking Dry concrete runway - DCS Runway Condition Report (RCR) values may vary from standard - which makes a big difference! Calculate Corrected Ground Roll Distance - simple calculation that we used to find on the fly in the seat at the last minute when the pilot wanted warm fuzzy feelings that we would be able to stop, no big deal and should be easy to do.
  18. Great, thanks Wags. I mean easy enough for me to just double check myself, but really not that fussed lol. I let go wanting RL levels of accurate system performance in DCS a long time ago. Yes I would think stating that 'X parameter was programmed as per xyz chart using these parameters and matched to within x allowable deviation' would go a lot further to alleviating peoples specific concerns regarding certain performance characteristics, as opposed to 'Our SME checked it out and was like yup she good' :thumbup: I mean, I get it - ED doesn't have to justify any of their decisions to anyone. But just in my experience if aircrew had a concern over the sim performance in a certain area - we backed our response up with facts and figures. Not because we had to - because we wanted to.
  19. Never fear - there will be a mod out to 'fix' that in no time hehe.
  20. Check the video out in this post here (can pan to watch the throttle) https://forums.eagle.ru/showpost.php?p=4081848&postcount=2 Constant throttle movement, personally I am pretty lazy and move it about 1/3rd this much (TWCS) and don't have too much trouble with AAR in the Viper. Not sure what throttle you have, but i found that some Nyogel 7676a on the rails helped immensely with throttle movement.
  21. I personally don't understands ED's aversion to using actual performance data from the appropriate flight manual that has been determined by the aircraft manufacturer - preferring to use the SME 'she'll be right' approach. Based on Wags reply referring to the SME indicating it was 'fine' - as opposed to we ran the stopping distance tests per T.O bla, Table bla and the aircraft performance coincided with the applicable stopping data. I mean hey ED can do what they want - it's their toy, but all this testing has been done already and nice easy graphs published by the aircraft manufacturer. That is what we use for real simulators, so it is probably good enough for a PC sim. I guess that is the difference between civilian non-pilots and actual air force flight crew mentality perhaps. Having managed military simulators and been responsible for testing and evaluating them annually - I did over 300 separate 'tests' of all systems operation and flight performance annually....and very rarely was a parameter pass attributed to the SME's opinion. Pilot or myself as the FE systems SME - it either met the figures or it didn't. And yes as some1 mentioned above, generally the stopping distance was a simple accel and stop on the ground. Idle thrust and heavy braking, but specific parameters for performance data are usually listed on the applicable graph.
  22. To answer your question, your origin should be the first waypoint (SP1)....so no you won't get a line. So the way it is displayed seems to be a bug at the moment. ED prob just need to amend this for the Viper so your first WP in the ME is SP1 (your origin).
  23. Possibly related to the way the Viper system relocates target steer points. a CZ (Curser Zero) feature would be a welcome addition to help with this (and lots of other things lol)!
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