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Everything posted by escaner
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Sorry for getting out of the box here, but obviously their main enemy in the cold war was the Tu-22M. That aircraft was designed to destroy their carriers (and thus the entire aircraft fleet including the F-14s) and the F-14 was designed to counter those Backfire and other bombers. Edit: I see that @some1 was quicker than me :P
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The aircraft of course. But not the HUD, right?
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Once I have manually fiddled with maneuvering flaps, how can I revert them to auto? Thanks, very interesting read! But I didn't really understand the DLC part. Could you rephrase the expression "flat over the ramp"? I see that you keep looking at the VDI for pitch reference. Is that instrument IFR certified? Thanks a lot!
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That is precisely its weirdness: for a trimmed AoA, what controls your sinkrate is the throttle and now you are supposed to do it with DLC. The stick pitch controls AoA
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I was also worried by the ladder and the VV (watch the takeoff run) until I saw this video and later heard the Fighter Pilot podcast episode on the F-14: Now every time someone says "backup" in front of "attitude indicator" for the small cockpit instument, I can't help but smile, because I would never trust that so called HUD with my life in IMC conditions.
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Exactly, in every aircraft I know, flaps lever forward or up retracts them, while down or back extends. What looks inverted to me is the DLC mode, as speedbrakes and spoiler controls are always designed to mimic the throttles, from glider aircraft to large airliners: forward is faster (retract), and aft is slower (extend). Maybe it has to do with mounting the control in the stick instead of in the throttles as you say.
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TBH, texture wise I am still pretty happy with Ricardo's mod. I don't really mind about PBR or the exterior model. In a flight simulator the part I care less about is graphics. Visually the only thing I would be happy seing fixed is basic stuff, like the incorrect head position and the exterior lighting incorrectly affecting the interior of the cockpit.
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Very nice piece of hardware. :) What do you guys plan on using as the LCD displays?
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Yes, it is bugged. Also the EMCOM button should silence it, but does not work.
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The thrust of a solid fuel rocket cannot be adjusted nor stopped once ignited. For that you would need liquid fuel, which is less stable and requires a lot more maintenance.
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[REPORTED] Auto bombing: ASL incorrect when inverted
escaner replied to escaner's topic in Bugs and Problems
I never said anything about bombing while inverted. You go inverted in a popup attack and the ASL will guide you away from the target. Watch the track, I attached it for a reason. -
In AUTO bombing, when flying upside down after a popup, the ASL indicates the side opposite to the target, guiding you away from it. When flying upside up, it indicates the correct direction. Note that the target designation box and arrow are correct, only the Azimuth Steering Line is wrong while inverted. See attached track from the instant action bombing training (target is the red smoke). auto-bomb-asl-inverted.trk
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The thread title as marked as "no bug", that should be the confirmation.
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The STEP now only appears in A/G weapons. For A/A just use the HOTAS control again as you are doing (IIRC it says so in the manual). The training missions for A/A weapons should be updated tho, because they still say to use the DDI option which does not appear anymore.
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[CORRECT AS IS] Slew IR Maverick with Waypoint as target
escaner posted a topic in Bugs and Problems
When I designate the current waypoint as target and select the IR Maverick I am unable to slew it. I can switch its seeker between boresight and the waypoint with the cage/uncage control, but cannot slew it in any of the two modes. When the waypoint is not designated as my target, it slews fine when uncaged. Am I doing something wrong? -
True, but there is an additional reason for this kind of behavior: it allows to sync the sim controls with the switch positions in your physical controls. DCS has an option for that.
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Hello, It would be nice to have more switches in the "Special for Joystick" abstraction category. A few that I would use: Exterior Lights ON/OFF [F/A-18 HOTAS switch] Altitude Switch BARO/RDR Master Arm ARM/SAFE Arresting Hook Handle DOWN/UP Hook Bypass FIELD/CARRIER Anti Skid ON/OFF Launch Bar EXTEND/RETRACT Thank you!
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Well, that is a different video showing a different problem which does not depend on what you are flying over as you estated in your previous message Not sure why you are trolling people who is just offering their help, but dont worry, it will not happen again.
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Not for the glare shield tint, but it is for what you were complaining about: the "all-penetrating lighting" that your video shows.
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Graphical Settings - cockpit illumination off. TBH, that option should be removed, it makes no sense to make your aircraft fuselage transparent to incoming light.
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I have finished the campaign and for me it is a mixed bag. I appreciate that the second mission teaches you the entry and exit routes to the training area plus the visual references, but on the other hand many missions have some issue. E.g. in M1 you arrive into Nellis in a group of 12 A-10 only to find a chaos with all AI trying to land at the same time or M2 where your leader flies at 290KIAS, a speed that you cannot match even at full throttle when the planned speed was 250KIAS. The rest of the missions (M3-M10) are all about the same. Besides the same entry and exit, always kill a few ground vehicles on enemy territory. The actual difference is that sometimes they move, sometimes not and sometimes it is night time. At least it is cool to start your aircraft and taxi in front of the other participants which will advance you enroute to the push point. Talking about start, all combat missions start with the aircraft cold and dark except for the two night beginning in the night, where you start already on the runway ready for takeoff (I really don't understand why). The briefings seem well planned at a first glance, but they are a bit lacky in some areas. They say the targets for each flight, which is nice and sometimes their time on target, but you never know which your own TOT should be nor your order in the push. Even sometimes the times are obviously wrong. E.g. push 14:51 and endvul 14:54 in M6. There I arrived to the target when everybody was already leaving only to find that another group of A-10 had destroyed my primary and secondary targets. The weapons are appropriate for the missions with the exception of M9 where you find among your little arsenal a coupe of GBU-38 and rockets when your targets are moving tanks. About other issues, I had a game crash in M8 and some trouble with JTAC in M4. To sum up: Good: it shows you the procedures and landmarks in the NTTR and you become to know it pretty well. Bad: repetitive missions and a few issues here (but they are not game breakers)
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I saw something about ripple delivery fixed in this week's patch changelog so just checked these bugs. Unfortunately half a year later all of them are still there, nothing changed.
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The Slew press function (SC) is not removed, it is replaced in this mod. And works fine for me in TARGET.
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Thanks guys, I purchased it yesterday, along with Baltic Dragon's for the M2000.
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Thanks for the feedback, Eviscerator.