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Deano87

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Everything posted by Deano87

  1. Yeah have a fiddle with the IPD settings in the DCS Vr options till it feels about right. Bear in mind that the F-16 cockpit IS pretty damn small IRL. It feels like you could have a party in the F-18 by comparison and host a TED talk in the A10C.
  2. Do you stare at every control in the cockpit while you're using it? Maybe you do. But in the real flying i do, I don't, I know where the trim wheel is and I can't remember the last time I looked at it while actuating it apart from setting and confirming takeoff trim. I reach out to where I know it is and i make the adjustments while continuing to look outside the aircraft.
  3. Great info Bignewy! When can I expect the complimentary DCS F-16 Trim panel to arrive in the post so I can use that to trim precisely? I presume it bolts nicely to the back of a Warthog Throttle? :thumbup: I joke... but hopefully you see my point. I'm all for pursuing realism but there has to be concessions made for the hardware we all have, Sure the real trim on the stick might be super sensitive but the pilot can just reach down to the trim rollers without looking at them and get it absolutely perfect. 99% of the people flying the DCS sim don't have that ability. Yes we can look down to the trim wheel and roll it with the mouse but is just as tricky as trying to do it with the stick, as you have to look away from where you're actually flying, and can't do it by 'feel'. We have auto-rudder and takeoff assist for warbirds, we also have the Maverick Realistic Slew option in the F-18, so how about a Special Options tickbox for the F-16 which says "Precise Roll Trim" which ads a slow speed trim period initially so small dabs of stick trim do small changes and it allows people to actually trim the thing out. People who want absolute realism can keep it off. Just my 2 cents.
  4. A: They are saved automatically every time B: They are inside the DCS Saved Games folder under C:\Users\yourname\Saved Games\DCS\Tracks\Multiplayer C: Since they are all saved... Yes. Be warned though, most multiplayer tracks are too large and long to upload to here.
  5. The steerpoint has to be made in the mission editor, it cannot be programmed into the jet once in the sim. Also TGP only slaves to steerpoint if you're in CCRP.
  6. They each have their use. The main reason for the 3 air-to-air modes is that you can set them up to do different things. Obviously one is dogfight, so that is all the close-in, knife fight stuff. The excellent gunsight etc. It sets the whole aircraft up for the merge. Missile Override has its use because its very easy to quickly and dynamically flick into and out of it from any normal mode, including the normal Air-to-Air mode. Depending on how its set up Missile override can be a great way to rapidly change MFD configurations to check something. Or quickly flick into an AA mode to check the AA radar while also looking for targets using the AG radar or TPOD. Because the jet remembers its configuration in each mode, I can flip to Override, check what I want and then push the rocker back to the middle position and i'm back in AG mode exactly as I left it. Super quick and easy. IMHO the systems and HOTAS controls in the Viper are just as good if not better than the Hornet, but they are completely different.
  7. Woo I got a thing right! :D:thumbup: :joystick:
  8. Happens Online on all servers and apparently in any scenario where you have an E-3 or E-2 contributing to the Datalink. Everything ends up as "friendly" at least according to the data link. Map doesn't matter. I haven't tried IFFing things though.
  9. You can already map this to a 3-way toggle on your throttle. Take a look in the bindings, there should be an OPEN/OFF and CLOSE/OFF binding or something similar. The reason for the weird button behaviour is the way the real switch works in the jet. Its spring loaded to the centre position when you're closing the canopy but it latches in the Up position so the pilot can just flick it to up and doesn't need to hold it for it to continue the canopy opening process.
  10. Stable hasn't had an update in a while (since 24th of Dec) because of the large changes to Open Beta recently and all the bugs that need to be addressed before a new stable build can be pushed. The missions would be rolled out as part of that update, there hasn't been an update so you have no new missions. I wouldn't bother uninstalling the F-16, just leave it where it is and check back after the next stable update. The fact of running Stable is that you will always be way behind the curve compared to the people running Open Beta, at this point something like 4 months, and in the early development of a module like the F-16, a lot can happen in that time. Theoretically the missions should work. But I haven't tested it.
  11. To quote Wags, Its a F-16C Block 50 operated by the United States Air Force and Air National Guard circa 2007. Here is a USAF Block-50 taken in 2016 Personally I agree with mkiii, I think they look a lot more flush IRL than the bump/normal mapping on the current DCS F-16 would make it look like. Now that isn't me saying that the real jets are perfectly flush, I bow to Panther's first hand knowledge, but the bump mapping in the sim as it currently is makes the jet look like they stick out about an inch, which I think is a bit OTT.
  12. Remaking the mission for Cauc might be a good idea. Then at least ppl without NTTR can give it a try.
  13. The jet must have at least one pre-defined steerpoint thats set in the mission editior. It sounds like you're trying to fly a jet with no steerpoints. With the current WIP way ED have the steerpoint/SPI system working that doesn't work as they are one and the same thing. No steerpoint = no SPI = No ability to plan attacks to a point etc. In the mission editor give the jet at least 1 pre-planned steerpoint/waypoint and then once airborne set it to AG Master mode, Set the delivery mode to CCRP and the TGP screen to SOI and it should work. Yes you will be moving the steerpoint as you slave the TGP around but thats because the aircraft treats the steerpoint as the SPI. All of the above is subject to change when the new Steerpoint/SPI implementation comes out.
  14. Yes Steer points will be manipulated. Thats how it works currently, this is WIP and will change once the proper steerpoint/SPI system is finished.
  15. The "Easy" version of the F-16 currently doesn't work, I don't suggest using it. Turn all game mode or easy mode off, all they do is cause problems. Just concentrate on learning each system one by one. If you've been flying FC3 aircraft for years then you should have a good understanding of the flight dynamics etc. Go on Youtube and look for tutorial videos about each system. Start off with learning how to start the aircraft and work from there.
  16. Sounds like you're lasing from too far away. Budy lase aircraft needs to be within 8.5 miles of the target. See my old video on the subject here: As far as I know nothing has changed about laser max range since I have made this video. I believe the Tomcats own laser is good to around 12 miles. But the A-10, AV8B, F-18 and F-16 laser ends after 8.5 Miles and all laser guided weapons will seek the end of that laser, even if its floating in space several hundred foot up lol.
  17. Yep I'd +1 that... So annoying when you mis hit.
  18. LOL I hadn't considered that.. but good point.. You'd definitely want to be out of the way when it did a "calibration" lol
  19. Yeah ditto... I know there are some direct drive FFB wheels which are so strong that you have to be careful to let go of the wheel when you crash, in case you hurt your wrists. Alas we don't have something similar for flight simming... yet. Gotta keep hoping I guess lol.
  20. Your (and 99% of other ppls) sim stick forces are orders of magnitude less than the real aircraft. Normal for the Tomcat is around 4lb (1.8KG) of stick force per G pulled. So for 5G you need to apply 20lb of stick force. At low speed an high AOA that can get to 10lb (4.5KG) per G. Its designed this way to allow the pilot to precisely and predictably pull as much G as they want, and to limit their ability to overstress the aircraft, because they wouldn't be physically capable of doing it, although adrenaline is a hell of a drug hehe so people find a way. Many aircraft over the years have been produced with control forces that were too light, this results in an aircraft that can be difficult to fly smoothly (pitchy) and also can result in pilots over-stressing the airframe inadvertently. This was an issue with early Spitfires which were notably light in pitch, recovering from dives pilots could often pull far more G then they intended and several pulled so much that the aircraft had structural failures resulting in many crashes. Supermarine rectified this issue by putting a "bob weight" in the control linkage to increase the "Stick force per G" which made the Spitfire much smoother, heavier and more predictable in pitch. Generally you're going to want to go for the strongest springs you can, and cams with no centre 'notch'. Providing of course that your stick is firmly bolted down.
  21. That is how NVGs look in VR in non-modded DCS. The reason for the change is because you've had to disable the mod. Nothing has changed in the F-16 NVGs and NVGs in general in the latest patches.
  22. Make sure TGP MFD is SOI, not HUD.
  23. I have no such problem. Confirm that your vertical radar antenna angle is bound correctly and is working as it should - Antenna is pointing out level with your aircraft and not fully up or down.
  24. So... Damn... Cool. Great Work!
  25. You definitely sound like you're a bit heavy. But even so it sounds like you're landing fast. Are you flying the approach on AoA? Also you want to aerobrake down to a lower speed before you lower the nose and get on the brakes. Aerobraking is much more effective than wheel brakes at high speed. The -1 suggests 100 knots before lowering the nose.
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