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Kilo

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Everything posted by Kilo

  1. Why. I can't understand why they do that for the life of me. I get that adding new functionality to the game is an incredibly complicated task, but this is nothing more than adding a new asset using an already existing codebase. And I hear that there's plenty more assets in this situation. Anyway, how does one view these files...? I'd be happy even with just the ships, if the functionality gets added at a later date. Employing the Rb04 does not get old quickly Well, that's about it. We just need the Liaoning and we can gear up for some pretty interesting ops in the Marianas.
  2. AW YISS!
  3. What I feel would be a great addition to DCS are landing ships. Contrasting to the various forms of ground attack, anti shipping missions don't exactly have the same stakes in DCS right now (save for NAVAIR) and randomly blowing up warships in the middle of the sea does not really make for a convincing mission. Usually, land based aircraft engage ships to halt amphibious invasions and, save for the USS Tarawa and the Type 071, we don't have the proper ships to simulate an invasion fleet. That's why I think adding some Russian/Soviet ships into the mix would make a great addition Polnochny class medium landing ship. Made in fairly substantial numbers (108, to be more accurate) and widely exported, which would make them suitable for a whole host of different scenarios. The one pictured below served in the Lybian navy. Project 1171 large landing ships: Project 1174 large landing ships: The deck of one of the ships in the class: That would be quite the eye candy in game Project 775 large landing ship: Most of them carry a healthy amount of firepower, in the form of rocket artillery and deck guns. The large ones can even carry air defense weapons such as CIWS guns and the Osa missile system. Another type of ship that would make missions and campaigns interesting would be ELINT ships. One that I would find appropriate for DCS would be the Balzam class general intelligence collector ship: And lastly, having resupply ships would give more life to NAVAIR ops. Pictured here, the Henry J. Kaiser-class replenishment oiler and the Supply class:
  4. The SEMI and AUTO modes choose whichever program they feel it's most appropriate for whatever is trying to knock you out of the sky.
  5. The thing is - there is no such thing on the F-15. Actually, the only fighter aircraft we have in game right now (that I know of) that will stop you from tearing it apart is the F-18. All other aircraft will give as much as you ask of them. How many Gs were you pulling in that turn?
  6. I might be biased, but this is the greatest looking F-16 paint scheme to exist Source
  7. Whoa. I did not expect it to be this loud
  8. Usually, aircraft radars take their own speed into account when applying the doppler filters. So, when flying towards an object that's flying perpendicular to your flight direction (i.e. the ground speed relative to you), your plane won't know whether it's seeing the other guy or the mountains/clouds behind him. So it'll just filter it out. If you turn off the filter while in a dive your screen will light up like a Christmas tree because your radar will display the ground (look up the MiG-21 effects in DCS, if you're curious to see this. Here's a MiG-19 with the said effect. This one doesn't have such filters). The only plane I know that can turn the doppler filter off is the F-14. Actually, you could shuffle through some of the RIO tutorials to understand some of the radar concepts, since it's less automatic (the pulse/pulse doppler and speed gates are the interesting parts for this.) The filter filters (lol) out things moving on the ground within limits. Say, anything moving faster than +/-50km/h will not show up on screen. For example, F-15Cs based in germany had those filters moved up to +/-180km/h because cars moving on the autobahn kept showing up! Targets moving towards you are easier to see because, well, let's make an analogy: Seeing aircraft is like playing tennis. If you serve a ball and the other guy hits it hard it will have a lot of power on the way back. Targets moving away are as if the other guy moves the racquet backwards after the ball hits. The ball might return, but it won't have too much power and it might stop short of reaching you.
  9. To be fair, this is a complaint real fighter pilots have, too. The lights are there for night/bad weather ops. Pilots use the "sight picture" of the tanker to know where they are relative to it. Although I should probably mention that I personally use the PDL lights, too
  10. Kilo

    AAR

    From the ideal position you have to move a wee bit forward and it will connect
  11. Hi guys! I've been playing around with the ME and I'm wondering: Is there any way to prevent ground units from reloading after expending their ammunition? Right now I'm trying to make a rocket artillery unit perform a shoot and scoot mission. The group consists of the MRLS launchers, some security and command/comms vehicles and supply trucks, for the sake of realism. The trouble is that, after expending the ammunition, instead of leaving, the rocket launchers wait around to reload. Is there any way to stop the reloading even when supply trucks are around?
  12. It's one of the switches to the right of the MIDS and NAV switches (the rightmost one, iirc).
  13. Combat/playable stuff? I personally like the BTR-80/82A. They look awesome and the 82A has some monstrous firepower. Speaking of it, the BMP-3 is even more spectacular, with a 100mm cannon, a coaxial 30mm autocannon and another coaxial 7.62mm PKT. The model is a bit dated, but is still good. The Tunguska/Gepard/Shilka SPAAGs are a great deal of fun, too, to swat stuff out of the sky (and why not include the VSHORAD systems, like the Tor and Strela, while at it?). While harder to control directly, the BM-27 Uragan is stupid fun to shoot at cyclic rate at whatever annoyed you (provided you managed to dial in the azimuth and elevation before going at it). It gives an immense feeling of power. Unarmed/eye candy? The KrAZ truck is gorgeous, and Kub/Buk SAM sites tend to look neat when properly emplaced. The T-80U looks cool with the spaced armor hanging around the turret. Somehow reminds me of a samurai's armor. And yes, the T-72B3 definitely deserves to be driveable.
  14. There's also this: But I think it's more of a challenge to spot differences in this one
  15. Well, there's always WebArchive...
  16. If you rotate the altimeter knob you will also adjust the SALT value at the same time. The difference between the altimeter and the DED value is likely bacause your altimeter is in PNEU mode instead of ELEC.
  17. Well, yes. The MiG-27 is a MiG-23 with a GSh-6-30 gun, among other things. The MiG-23 MiG-31 had a 23mm rotary cannon, though As a side note, some Su-25TMs had the rotary 30mm, too. That would have been a sight to be seen.
  18. I think that should be solved by the Geospecificity and Target Isolation modes that will be implemented later on.
  19. An extremely well made documentary about the pairing of the MiG-23 and the GSh-6-30
  20. I don't have the A-10A, but I have the F-15C and I think the same philosphy applies: You need to hold the aircraft precisely in level flight and turn on the Path Hold mode before turning on the Alt Hold mode. That, and it will automatically disengage when you move the stick.
  21. Well, Lockheed Martin did cooperate with Yakovlev when designing the VTOL part of the aircraft... But that's about it.
  22. I'm curious as to what kind of atomic jet engine they used to propell that thing. It's huge!
  23. Now this one is interesting. Even at FC3 level, which could/should be a fairly easy conversion. A MiG-29 armed with KAB-500Krs, Kh-29Ts or even 25MT/MTPs (unless those were phased out before the 29SM entered service) would be a different kind of cool! Now, back on topic: I don't know if the planes we got in game can use LGBs. Most I've heard of being used/tested on them are the laser guided missiles. Although, they did use some form of JTAC with those things... But I think it would be a pain to code. Yeah, that's an Su-25 laser pointer bolted on to a BTR-80
  24. The line on the heading tape represents the straight line towards the waypoint, while the bank angle line represents the bank angle (well, yeah...) that you need to have to turn the plane to head the right way toward the waypoint (i.e: it helps you fly exactly on the line between one waypoint and the next one) while keeping the same altitude. It's also doubled on top of the artificial horizon below the hud.
  25. The target caret looks like it's been added in post production in the original video. As far as I know, the only plane with a color HUD is the MiG-31. Later Edit: So, I've been looking up the '37 and found that the MFCDs were made by Sextant Avionique... While that doesn't answer the main question about the HUD, it does give some clues.
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