

Stuge
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Everything posted by Stuge
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You sure you're not mixing nm with km? Try setting the fat plane to fly at you instead, see what happens to detection range :)
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>10 hours = introduction to modern air combat >100 hours = beginner - should be able to regularly score kills on MP servers >1000 hours = experienced pilot - a capable and efficient combat machine >10000 hours = potential mastery depending on what the individual's talent allows and what he/she is willing to practice until mastery can be said achieved. This is just my guesstimate of how simulation flight hours reflect on combat skill :D Keep in mind though air combat skills transition between different aircraft types and different simulations. Thus, if you've spent hundreds or thousands of hours in a WW2 fighter sim, for example, that will still tremendously help with modern jet fighters as well. Air combat is such a complex skill set, I think it could be compared to for example playing a musical instrument. So how much does say a professional solo violinist practice? A quick online search for guidelines reveals a figure of 5 hours per day. So, 5 hours of DCS per day?. What about 5 hours a day of pure dogfighting? Now that's starting to sound hard to the core :D
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I think people mix up two things: performance and ease of flight. The Su-27 performs beautifully at high angle of attack. It's just much more difficult to fly now, which obviously may upset some flanker pilots because they have to reprogram their flying significantly. And negative G is a big no-no, it must be avoided at all costs.
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I use 30 on pitch, roll, and yaw. It's both a matter of taste and a matter of joystick :smilewink:
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Don't worry. Even without clickable cockpits FC3 can easily suck away years of your life...
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I'm just happy about the su27 flight model because it is so challenging to learn. Took me hours of practice just to polish out crashing due to flight model :D It's like taming a dragon. Now when it's tamed, it flies fantastic. Limiter off, gun shots while in cobra maneuver, i'm in heaven..
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Hello all.. With the risk of re-reporting or posting in the wrong place.. bug report! When flying Mig-29S in vertical scan mode, the HUD gives no indication whatsoever whether you have it in EOS mode or radar mode. Friendly IFF does give indication, so when locking a friendly you can deduce from that if the radar is on or not. With the same logic spamming the radar button IFFs an enemy by not indicating anything :D So the real problem is when you want to vertical scan around in EOS, but don't know whether radar is activated or not. This really cramps my ninja style if I want to fly the Mig.. :)
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Yes true. This can be compensated by denying your opponent SA regarding your position. In other words, engage your ninja mode! :D
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I would say ET seeker became much more sensitive again. Long shot in the face baby :D
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That "last moment pull" worked well in FC2, but it doesn't work very well anymore. So here's what I do if I fly a soviet jet and detect an active coming and there's nowhere to hide: -full burner and immediately turn straight away from it, and hit the deck during this turn if possible. -chaff like crazy all the way -once running away, judge if more evasion is needed (if you're going to get hit by just flying straight) by looking at beryoza -if you determine more evasion is necessary, do maximum G snaking maneuvers (quickly change left-right, or tight barrel roll) while running away. This will effectively bleed the speed of the chasing missile until it cannot hit you anymore. Don't bleed all your speed though, keep it high enough to pull max G! Keep chaffing like crazy also! -once you judge the missile won't hit, end the evasive maneuver and escape from the threat if necessary Now this style works when the missile is launched from a reasonable range, you are going fast enough in the beginning, and you are low altitude. If you are high altitude, the missile is launched at within the "go-active" range, or you are flying very slow, there are no guarantees that you'll survive. Fly alot and test what works and what doesn't. :)
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Thanks Frostie for a well deserved kick in the nuts, i needed that :) As a token of gratitude I am giving you an invitation: If you ever feel like friendly DCS sparring 1 on 1, all you have to do is ask :D S! and good night
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Well, if i recall correctly, the russian fighters' cannons in FC1 were laser-accurate. You could snipe a particular engine of your high-G-pulling target from considerable range. :D This is not the case anymore :) so yea there's considerable spread. But as i understand, that is intentional (for shotgun-style effect) About su25/t i can only say that the tightness of the spread is good enough for strafing main battle tanks, i wouldn't want any more spread there.
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I think the f15 AFM is fantastic and the turn performance is fantastic too! Beats the mig.. The engines give so much power that i find it very possible to regain airspeed after bleeding some. The plane is also very responsive now, helps with snapshots :)
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This is an absolutely fantastic idea! It would give strikers some much needed extra protection when doing their job. Maybe implement it to work at a certain radius from the target area..
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The Su-27 is fantastic to dogfight with! However may i suggest you start with the F-15 instead! The reason is this: Su-27 has an old flight model, which basically allows you to pull your stick all the way back without any danger of spinning. I believe it's better to first learn to fly an aircraft which requires you to be careful about how hard you pull, since most planes really are that way. F-15 has advanced flight model, so it spins if you pull too hard :) this way you won't be in trouble later if you want to fly a plane that has more of a temperament :D I got my skill 99% from just playing different sims (sp and mp) and 1% from random studying of the subject :D
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I have fantasized about an Independence Day style scenario occasionally, so this suggestion definitely hits a sweet spot for me! Alien fighters must have fully modeled energy shields that visibly glow upon weapon impact. This was done fantastically already with Freespace 2 in 1999. Uploading a virus to shut down the shields may not fit all scenarios well, so there could be alternatives: -two missiles fired in quick succession could be made to be able to penetrate the shield defence. So could a long enough burst of cannon. -perhaps a support ship/structure of some kind provides the aliens power to their shields - knocking this out would level the playing field. Anyway fantastic idea that could only happen by unofficial modding, since DCS tries to be 100% sim.
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I have wondered about the same thing.. Flying below 8m altitude strafing tors is kinda challenging when you have to do it by eye :D
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Alright.. is there actually a benefit to this or is it just a drawback of how the system is designed?
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I don't think 4.5G sustained at 30000ft is too far from the truth.. In instantaneous turn you can still get 8G, as long as you're going fast enough like 600kts. I agree about firing all missiles from one side first being idiotic :D unless there is some unseen logic there...
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After a short F-15 test at 30000ft altitude and 500kts indicated airspeed(empty stores, full internal fuel) here are my observations: With full afterburner, a sustained level turn of about 4.5 G is easy to maintain. Maximum G is approximately 7. Try to go much above it, and angle of attack will become too high, causing a spin. 7 G will bleed airspeed, so if you don't loosen the stick pull with the decreasing airspeed, you'll spin as well! Why only 7 G? Why is it so easy to exceed stall AoA and spin the thing? I'm not an expert in aerodynamics so I can't really answer that in a professional way, but I'm quite sure it must be related to the huge difference between indicated airspeed(IAS, indicating the dynamic air pressure on the aircraft's nose) and true airspeed(TAS, the actual speed at which your aircraft is going through the box of air around you) encountered at high altitude flight. At sea level, IAS and TAS are pretty much equal. At, say, 40000ft, TAS is almost double the IAS. Which means the plane is actually going twice as fast through the air than is indicated by your airspeed indicator :D Which in turn means that same G gives a lower turn rate at high altitude. How this affects the required AoA for a particular G load I don't know, maybe someone could shed a light on it? But in conclusion: if you spin it, try not to yank it so hard, be more gentle! EDIT: About spins: any roll input when flying close to stall AoA may trigger a spin, and opposite roll input while in a spin may aggravate the spin, because aileron deflection disrupts airflow on wings asymmetrically. Keep this in mind when doing hard maneuvers, or recovering from a spin ;)
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I'm glad you're enjoying it :):):) Don't worry about pushing to the last second.. I mean, how can you learn the limit better than by pushing past it occasionally? ;)
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Too many people on a channel means too much chatter of course. You could join a channel with less people, maybe invite someone there if you need some help. I surely help out anyone, all anyone needs to do is ask. There are no stupid questions.. Of course if chatter is combat related and urgent, you should let that be sorted out first. But if there's just random chatter, "stepping on" others to ask your question is perfectly fine i think :D
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Fakum, remember that your fears are irrational :) Not knowing things is perfectly fine. If you don't know something but want to know, just ask. Most people are nice that way.. Getting an occasional teamkill is nothing to worry about. About finding targets.. don't forget to read the briefing! That often clarifies many things. You can get the briefing in-flight too, just press alt-b. And remember to scroll through all the pictures related to the briefing! Some servers show enemy targets on the f10 map in real time, this of course makes finding them very easy...
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I noticed you can get fast lateral oscillations at extreme speed... what's that about? Rudder flutter?
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Not sure you meant it, but firing from high altitude is great, the missile will convert altitude into airspeed by itself also :) It's the getting fired at at high altitude what causes problems :D