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Kilo

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Everything posted by Kilo

  1. Mostly because of limited usefulness. Color cameras tend to have inferior clarity compared to a single-color camera of the same resolution while, if you try to make one with the same clarity, it would get much bigger. Here's a video explaining why space probes still use B&W cameras to this day. Surprisingly, they have more or less the same requirements as military ones.
  2. Hi! I was attempting to do the "Command post strike" mission for the Su-25T. Not taking stuff too seriously, I spent the transit time looking at what the AI was doing, when something caught my attention: I paused at the right moment and caught a Kh-25MR fired by the friendly SEAD flight (Su-34s) wedged itself in an SA-11 launcher. I took a screenshot of the thing (because, to be fair, it looked kind of funny. Only then did I realize that I had just logged an interesting incident) and then I unpaused the game. That's when the missile continued to fly underground, reaching nearly 40000 feet below sea level before I closed the game. Missile wedged in the launcher. I was thinking that I caught it just before detonation. Missile at ~28000 feet below the ground Track download (was over the forum limit of 5MB so I uploaded it to Mediafire)
  3. It's the same in the real aircraft. That's just a characteristic of how it sharpens the image. It needs movement to do it. That also means that it cannot work straight ahead, straight behind or straight to the sides (not that it would be able to point in those last three directions anyway). As you said, turn a little to the side and you should be able to see. Green: Effective Red: Ineffective Source for the picture
  4. Easily one of the greatest war series, up there with Band of Brothers and The Pacific
  5. Just wait a few seconds until it scans the area again. It bugged me, too, until I got the hang of it. Also, you can increase the scan rate by narrowing the scan area (bottom left OSB, if I remember right).
  6. You can slew in DBS modes without FZ. It takes longer to update the image, though.
  7. I guess not, but it's a film-based display, though. The pics used in the default map might be feasible
  8. Not sure if it's been posted here before, but it's too good not to share
  9. You have to let it rev up to 20%. Letting fuel in too early will lead to a hung start and in real life the engine will need to be taken apart and inspected.
  10. That windshield reminds me of a Sukhoi T-4. Which is not ideal.
  11. That's the one! Thank you!
  12. So a long while ago I saw a funny demotivational picture of a plane's dashboard, regarding the innate talents of some pilots. I laughed, then I wondered what plane could it be. After exhausting most possible leads that I had, I found noting. I was dumbstruck. Does anyone else have any clue? Anyway, here's the picture:
  13. Did you enter the ILS channel and set the navigation mode to PLS/TCN?
  14. Well, it's been used on servers for a while now. Solved the issue for multiplayer. The problem would be integrating it with planes that use it directly, instead of just relaying data over the radio to the pilots. Example of LotATC use:
  15. That's amazing! Why haven't I heard about it earlier? Thanks!
  16. Close enough, me thinks: Need to find a way to hide the reload trucks, though...
  17. While the usefulness part might be true, GCI is still central to the Soviet interception doctrine. Take off, be directed by datalink/voice commands to the target (sometimes you might just be a passenger in a remotely controlled plane, as in the Su-15), turn on your radar, shoot the target and RTB. No own SA, little to no decisions taken by the pilot. So I'd wager getting a proper GCI would be fairly important to use the MiG-29 effectively and to have a realistic experience.
  18. Wow. That's a lot of information. Thanks! The IMINT and fortifikace websites have a lot of cool information, too. I've been trying to kitbash a site with varying degrees of success (went from the evergreen Volkhov site to a proper barebones Vega one with random bunkers thrown around at some point), but it's slowly starting to look like the real thing. Looks a bit underwhelming without the forest between the various components and roads connecting them, though. Manually placing trees like we do other structures would make for a neat feature somewhere in the future. Still have the Technical Batallion and the Logistics side to build. Will return sometime with screenshots, as I'm kind of far from my main PC right now.
  19. Not sure where to post this one, so in Chit-Chat it went. The title mostly explains the question. I mostly understand the general layout of the site, but I'm curious as to what auxiliary vehicles and buildings are used and how and where they should be placed. Also, what vehicles/buildings that we have now in DCS would be appropriate for use with the site?
  20. Sadly yes. Although user N22YF made some for the F-15
  21. Had that issue, too. Disabled head tracking and it suddenly worked
  22. AESA radars are the at forefront of electronic warfare, so I'd wager getting accurate data about them is close to impossible. The main thing they have going for them is that they can do more stuff at the same time (say, it can combine radar modes that we already know of from mechanical radars), but how and how well is quite sensitive information. PESA radars, on the other hand, would be no different than mechanical radars for us in DCS. They'll have longer ranges and maybe they could "insta-lock" targets in dogfight modes. The only fighter planes that use PESA radars that I know of are the modern Russian ones, and full-fidelity modelling of those is directly out of the question because of their laws. So, for PESA radars, I guess it's a question of viable aircraft.
  23. Not sure about the datalink side of things, but I'm pretty sure you will be able to buddy lase, as I don't think you'll have anything different from the 4-digit code laser. Don't know about today, but a while ago you could buddy lase even with the Su-25T, as the guy firing has the weapon code set as 1113, so I don't think we'll have any trouble with the Apache
  24. A bit late to the party, but the player's radio is disabled in the mission editor (or, at least, that was the problem on my install)
  25. Oh, they shoot those, too. Learned it the hard way.
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