Jump to content

DefaultFace

Members
  • Posts

    771
  • Joined

  • Last visited

Everything posted by DefaultFace

  1. It's already been mentioned that there is a texture limitation on ED's side that means it will be stuck as black & white for now. As for the rectangularness of it or not IDK. I think the picture above is from an F-15E anyway. Here is a vid of it in a Harrier: Edit: It also seems to flip over into FLIR at about 1:35? Anyone more knowledgeable on the NAVFLIR system... is there a normal NV mode that can be overlayed on the HUD too or is that just a change in intensity or weirdness with the camera?
  2. DefaultFace

    FARPS

    Thanks Newy, much appreciated :)
  3. DefaultFace

    FARPS

    Hi Newy, thanks for the insight. If at all possible could you clarify: Short takeoff or Vertical Takeoff? I don't think many people here are debating that you can't land on the Heli FARP's vertically. If you did rolling Landings and takeoffs, was it on grass or on the FARP area itself (the patches of elevated ground between the pads). If on the grass did you just roll up onto the FARP or how did you manage to rearm/refuel? @Kayos, No idea I haven't got the Viggen but last time I tried it it didn't work.
  4. And what do you usually fly Solty? 100% P-51.... smh.... :megalol:
  5. DefaultFace

    FARPS

    Theoretically with the spawn on ground option you can spawn Aircraft next to a road and just put a few static tents around to make it look like a Forward airfield or something of the like. Who knows, if the Harrier is capable of taking off in fields too you could theoretically make a forward airbase almost anywhere you want. In fact you can do this with any aircraft if you change a few lines of text in a LUA file somewhere. It's even MP compatible without clients needing to download it. We did this on the Fighting Legends WWII server where we made a German airfield hidden in a forest. The main issue was rearming and refuelling. This is limited to a certain radius on the airfields and directly on the pads at FARP's. With the WWII birds it wasn't possible to taxi up onto the FARP without a prop strike or breaking the gear. Our attempts at hiding them underground or other silly things like that didn't work either. Hopefully ED implements something like a rearm refuel radius around Fuel trucks or adds the long awaited 'grass airfield' feature that has been in the editor for a while.
  6. DefaultFace

    FARPS

    Yes according to jabbers start from ground option is in.
  7. IRL comparison of the glowing. Never knew that it did that :O https://www.liveleak.com/view?i=105_1467355039
  8. Soooooo that means..... EA release next Friday? :P
  9. The engine start switch does use the "APU". From what I understand from the NATOPs manual the APU switch just operates the GTS (Gas Turbine Starter) in APU mode, ie couples it to a generator to provide electrical power for the aircraft. If you just hit the engine start switch, it uses the GTS to start the engine instead.
  10. Part 1. Lots of the stuff in this part is fairly basic overview but some of the detail about the pilot controls and how the engine works is fairly interesting.
  11. A nice video I found, to add to the Harrier Hype!
  12. @Panzerfan There’s videos of it on YouTube..... also mentioned in the ever trusty Wikipedia :P I assume the mapm button on the EHSD is for this? Look when he’s taking off left MPCD.
  13. Anyone know anything about the Moving Map? Can't find it even mentioned in the handbook or any of the screenshots/videos released.
  14. Check the dcs and Heatblur FB pages.
  15. Contrary to what some people believe.... dogfights did happen. Maybe they were less common, or slightly different to what people do in video games where we can respawn, but they did happen. This certainly includes the Mustang, which had many aggressive pilots more than ready to mix it up with 109s and 190s.
  16. wow really.... smh Well in 'another sim which shall not be named' the fuses broke on the Mk20s if you pulled too many G's. That was the main disadvantage in comparison to the -87/97/etc. Happened quite often that you would drop them only for them to go ballistic into the dirt because you overdid it on ingress.
  17. Same thing as in any plane, defend guns with tight turns or rolls, and then extend/regain energy for further defence as he climbs back up, or if he tries to maneuver with you with too much energy, outturn him and kill him.
  18. Every fighter pilot thinks his airplane is the greatest fighter there ever was. No matter where he came from.
  19. Co energy = Same energy level, Co alt = same altitude etc Some of the things I mention are somewhat contradictory. And they will seem that way until you try them and figure out exactly how much to apply them. Find the happy medium where it works. e.g. Going up and staying fast. Obviously you only have so much airspeed to trade. So how much do you trade to minimise your altitude disadvantage, yet still have enough speed to maneuver once you get there? Every plane loses energy when turning (less if you fly coordinated and cleanly ;) ). That's what you are doing in a dogfight. Spending your energy for Angles. It is very much possible to have an energy advantage and an angles disadvantage and get shot down. Sure, if you are concerned with enemy's appearing everywhere all the time then fly BnZ. It is safer. Minimal Risk. But you can get away with it if you pay attention. Also just because an enemy appears with more energy doesn't mean he's already won the fight..... In fact killing the ones who start from behind with an E advantage is the most fun anyway so why not go looking for trouble? :P I think we're on the same page with the rolls. But yes it is tricky to do it absolutely right with an enemy starting on your dead 6. Requires proper Rudder, timing, and clean flying.
  20. As much as a lot of the people here are correct in that you can certainly fly and get kills in a very ‘safe’ manner by flying BnZ, it is by no means the only way or even most effective way to fly the Mustang (nor is it necessarily how the mustang was always flown irl). That and I guess I’m one of those impatient people because I find it boring as all hell. Even if you do fly BnZ only sooner or later someone will appear co energy or behind you, and at that point if you don’t know at least some very basic dogfighting, even if it’s just enough to work out some wiggle room to run away, you’re gonna lose. Before going into specifics of Mustang vs 109, the most important thing to know for dogfighting any aircraft in any semi decent sim is that airplanes only turn so hard. Once you exceed critical aoa your wings stop making lift and keep making drag. Think of it like motorcycle racing, the closer to the limit, the more performance you get, but once you go over, even if by a little, bad things happen or will happen soon. In DCS this means when the plane starts wobbling and shuddering, let the stick forward a bit. Another thing that helps is hitting the right angles. Instead of just following your target around, take shortcuts. Fly to where he’s going to be, not where he is. Roll to put your lift vector ahead of him. This can be tricky to get a feel for and if you overdo it you can end up putting yourself in front of him in extreme cases. This is something you can get hints on by watching videos of good pilots flying. Look at what it looks like from the cockpit and try to do that. If something works, memorise it and do it again. Practice against the ai on high or excellent. As much as it’s BS you need to fly cleanly to stick with it through loops and climbing turns etc. If you understand these things, and use the flaps a little, you can simply outturn 90+% of 109 pilots in DCS. Period. Nothing fancy, just clean coordinated flying. Also learn how to shoot. Now that you put all that effort into a shooting position, don’t waste it. Especially since it’s usually harder to get a second shot if you were already clawing for the first. Mustang vs 109: 109 climbs better, and turns better at low speed. The P-51 does everything better at high speed except climbing. What this means for the 109 is the best thing to do in a co energy merge is go up. You’ll end up higher, and in the area where your airplane performs better. Best case is mustang tries to match your climb and overdo it, stalling out in the process. In the mustang, as in any plane it’s also a good idea to go into a steep climbing turn at the merge. This way you take a lot of the speed energy you had with you. However don’t get too slow. This sounds like a contradiction but with practice you’ll figure out how much energy to conserve. At this point best case is opponent stays low and does level turns below you burning off his energy. You’re above, use the altitude to stay away from his guns and then drop down and kill him. If he goes up with you things get more interesting. If he’s co alt use flaps and start turning at him, even better if you take it in a descending spiral and he mirrors you, where you turn better. If he keeps going up then you have to decide if you have enough angles advantage to stay with him for a shot, or if you’ll run out of energy before he does and stall out. If after the merge you find your oponnent knows what he’s doing and is above you, or just generally when you’re getting BnZed by a 109, use your high speed advantage. Don’t try to hang from the propellor unless you’re sure it will work. Drop the nose and extend, waiting for him to come down on you. At the right moment break hard into the bandit, sometimes a slight rolling turn helps to avoid guns as well. If he goes up extend again and keep doing it till he gets impatient. Sometimes they’ll try and keep turning in on you when they have too much speed. Here you can reverse as he shoots out behind you and get on his tail, if you’re fast enough still you might have a shot, or at least enough of a burst to scare him into more turning to let you get closer. With a close 6 rolling and flat scissors at high speed work well in the Mustang too. Watch his nose and where it's going in the rolls. Duck under it or above it, roll and turn in short bursts. Bring him closer and try to force an overshoot. Otherwise if you have enough separation enter a shallow dive and run away. Never ever point the nose straight down and dive for the deck as a defensive move. Maybe it works on noobs who don't know about the stick forces but most will just wait for you to give up all your energy and then come down on you. Other things at your disposal include the K-14 sight, flaps and the tail radar. Learn when the K-14 is telling you nonsense and when to ignore it. If used the way it’s supposed to it’s deadly. The tail radar is a great SA helper too. It doesn’t replace checking 6 though. Also make sure to bind a switch to turn it off at low alt. Use 1-2 notches of flaps in turns, 3 in extreme cases and at the tops of loops. The mustang doesn’t suck as much as some people think it does. A competent pilot can wreak havoc on most 109 pilots in dcs. S! And Happy Hunting ;)
  21. Yeah what Dooom said... I don’t really feel outclassed flying the mustang. Even if you take it into a dogfight where it apparently has the flying qualities of a school bus if you ask some people around here, you can still out turn it out roll 90+ % of 109 pilots in game.
  22. No problem. Like you said the contrails do help. And I understand that the mod has it's drawbacks.
  23. Have you considered adding the labels mod used by a lot of the WW2 servers? Although a lot more fights seem to happen at contrail level with the jets than the props, once you get low it’s still pretty tough to spot things.
  24. Nice server SQ. Was fun tonight. S!
×
×
  • Create New...