

Stuge
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Everything posted by Stuge
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Don't forget that the purpose of flaps is to also enable a more nose-down attitude on landing... it's not only about stall speed!
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Now this I can agree on! Mirage and Mig-29 are definitely NOT overpowered. Su-33 is slightly dubious because it is almost a copy of Su-27 while due to flight modeling is more forgiving to fly ---> also better nap-of-earth flying capability. However.. why any self respecting highly skilled pilot would choose the 33 over 27 is beyond my understanding. Thus... I think it's okay to let those few who want it have it :)
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Yeah :) But to be honest I think outcome of these rounds depends quite strongly on tactics also... Mig-21 has weaknesses to be exploited... but I won't talk about them here since I don't know which team I may be flying with :P
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I most certainly would like to! Haven't bought F-5 yet but if I get a spot then I'll get a nice reason to buy it to learn... :) 22.30 zulu is slightly late for Finland... how long did round 1 take? Although perhaps one night's sacrifice of sleep may be justified in this case... Missed round 1 since I was touring Russia :):):)
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Yeah it seems to affect your own perspective only.. probably doesn't affect how others see things. Brings back the warpings at least. However I don't know what the effect of serverside setting of this is.. I mean if server also needs to set old code for things to completely work the old way, or if it is enough that a client has this setting.
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I actually just flew a couple of flights on the server with the old code... and I did see warping of others. So I think it only affects how things look from your own perspective.
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I don't think so. It passes thru integrity check though..
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Speaking of virtual body parts flying around... that would be a nice realistic feature, probably a first in the flight sim world, worthy of adding to DCS! Work could be done on existing pilot bodies...
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Sweep this problem can be temporarily solved by using the old netcode. Make a file autoexec.cfg into your users/username/saved games/dcs/config folder and add there a line "net.use_new_fm = false". This way you can at least practice BFM while ED tries to fix what they broke :)
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Well, you have the best chance to dodge R73 if you cut your throttle (preferably to idle) and pop lots of flares before the enemy missile has even left the rail...
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I don't know about AI, but when a Su-27 is flown by a human pilot, fuel weight matters a lot. It actually matters even more than in F-15C. I prefer less than 50% fuel when dogfighting in the Flanker. Anything more than that, and the sustained turn rate suffers a lot, especially at slow speeds where it becomes a brick. Starting speed matters of course, but in the end the AI is fairly simple and once you've learned the basics (how to turn somewhat effectively, how to shoot the gun) you will want to play against human opponents to get more challenge and to make it more realistic also :)
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Aim120 is active radar missile, you will get warning when missile is within 6-7 nautical miles from you. This is when the missile activates its own radar. The RWR reports the closest active radar missile as primary threat, even if that missile is out of energy. RWR has blind areas, it only sees within +/-30 degrees up and down in every direction.(360 degrees) These blind areas tilt and turn as your plane tilts and turns. For example, if missile is coming from 3 o clock or 9 o clock, and you bank 90 degrees, missile warning stops. However, the missile is still coming! R-27ET is a heat seeking missile, it needs a heat signature. If target is not afterburning, you won't get LA at longer ranges. Also, the missile easily goes after flares.
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This "analysis" went wrong the moment you decided to set starting speed to 270 kts where the F-15C doesn't turn very well. Instead, set it to 500 kts to have good initial maneuverability. Shooting down two AI controlled flankers should not be a problem in this scenario really... I would recommend less analysis and more practice :) Overall, it seems you often pull too hard on the stick, leaving your airspeed below 200 kts where you won't be able to turn much at all. If you want to keep turning, you need to pull less to maintain a higher airspeed, this will allow you to keep turning. Remember that optimal airspeed for sustained horizontal turn is somewhere between 350-500 kts, depending on your weight (fuel mainly).
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I doubt this is the case with DCS though. I would guess the active-range is the same as with AIM120 - ~6 nm / 11 km
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Good point, AIM-9 is the poor man's ET.
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Mountain dancing against a single opponent is anything but luck in my opinion... it can be a very beautiful dance... graceful use of terrain features to drive an enemy's missile into a hill, while ensuring your own missile find its way to the target :) Luck comes into play when you loiter in a combat area. The more you spend time, the more likely that an unseen opponent takes you down.
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Yeah problem is ER range advantage over Sparrow is very significant. A reasonble tactic is to attack an unsuspecing target that is busy attacking someone else. Sometimes I fly nap of earth (~30 feet above ground) while attacking, SARH missiles lose track when target flies so low :) but it's risky of course watch out for houses, power lines etc, and you have to pop up or fly inverted when you fire a sparrow of your own :):):) the effectiveness of this tactic has been decreased since missile guidance logic during lock loss was changed from drooping down to holding course. Now a missile may reacquire if you climb again too soon!
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True true AWACS shifts the balance in favor of Flanker :)
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EOS shouldn't have anything to do with this.. The ground clutter theory crossed my mind too.
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Interesting, I don't know the reason. I've seen this happen in tailchases with matched speeds, but head-on?? I'm baffled :)
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I'll try to keep it as simple as I can, please correct if you feel any info is wrong: Acceleration (this depends on thrust-to-weight!!): Eagle > Flanker in most weight situations. Eagle can jettison fuel in drop tanks, Flanker can't since all is internal, this also affects the equation. Top speed: close enough to each other that I find the difference insignificant Sustained turn rate: highly dependent on weight!! Half fueled fighter > fully fueled fighter, regardless of type. Interestingly, as Eagle and Flanker both become lighter as fuel is consumed, running on fumes, the Eagle gains a significant performance boost compared to the Flanker, exceeding 20 degrees per second at sea level while the Flanker stays below this number (according to my last test) However there's a big BUT: Eagle is much more speed sensitive than Flanker when it comes to maintaining sustained turn. Eagle needs to fly near perfect corner speed, which depends on its weight, while Flanker merely has to stay in the 600-800 km/h speed range. Also, Flanker's turn rate suffers less from slow speeds. Turn radius at slow speed(smaller turn radius is better): Flanker > Eagle. However, Flanker driver needs to focus to compensate for the slower input reaction time of the Flanker and absolutely must use the S button to gain the minimum turn radius possible if such a maneuver is necessary! Ease of handling and reaction to control inputs: Eagle > Flanker Nose authority at slow speeds: Flanker > Eagle (don't forget the S button to get full nose authority, including the Cobra maneuver if necessary!) G tolerance: Eagle > Flanker (the latter breaks apart if not careful) BVR missile performance: Eagle > Flanker Dogfight missile performance and off-boresight capability: Flanker > Eagle Avionics and situational awareness in a multi-threat environment: Eagle > Flanker BVR sensors: Eagle > Flanker WVR/close range sensors: Flanker > Eagle Stealth: Flanker > Eagle Conclusions: BVR capability: Eagle > Flanker. Dogfighting capability: Flanker > Eagle Regardless, both fighters have a good chance of victory in both BVR and dogfights, and the end result depends more on pilot skill than anything else. A master pilot pretty much always beats a beginner or even regular DCS pilot when a 1 vs 1 situation develops. As a side note, I consider the Mig-29S in its current state inferior to both F-15C and Su-27 in most ways.
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Well, since 1.5 I think DCS handles smoke very well. Gone are the days of 1.2 where sustained fire of P-51 machine guns was inaccurate because of fps dropping below 10 :):):)
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When the time comes to upgrade missile detonation effects, I suggest to make it so that we would have some kind of vectored explosions depending on missile speed vector, and perhaps a vectored charge (some missiles have this, no?). Also, the missile debris should visibly continue flying, and especially if the rocket is still burning at moment of detonation, it may continue flying, causing a nice cool visual effect :) I got inspiration from a video that you can find by googling "Su-27 In Soviet Service"
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Yeah, I never implied such a modification would be realistic in any way :):):)