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TheSkipjack95

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Everything posted by TheSkipjack95

  1. Okay so I figured out why I couldn't make the snapview work. Turns out the customsnapviews.lua in the savedgames folder did something (I moved the default position) and that broke it.
  2. Tried today, no luck. Even after reinstall of the module
  3. How is one meant to access the countermeasures panel behind the seat ? Presumably IRL it is checked/set when stepping in, but in DCS the camera is fairly constrained to the cockpit. Didn't find a snapview or bind to have a good look at that panel to set it. Any advice ?
  4. TFW still no Beynes Thiverval
  5. From my admittedly somewhat limited testing, it seems that the F1 likes either being at M0.80 (as stated by the spanish national annex of ATP-56), or at around 220kts around 10,000ft. The first option means the high lift devices are in and you are showing about 300kts, which is fairly comfy. The second option requires half flap and is okay, and was practiced by the FAF during operations in Africa as shown in those sick ass 2000s techno-filled low res videos.
  6. @IvanK I also noticed that wildly differing depression settings (off-hand, 70 and 200) place the pipper pretty much in the same spot, which obviously can't be.
  7. Encountering similar issues, FM feels like it stops calculating below a certain speed and it freezes the attitude of the aircraft until speed picks back up. Impossible to perform pedal reversal too, despite flying by the book. Nose just doesn't swing far enough with full pedal, and doesn't drop through gravity. track attached with a few of the offending maneuvers. ISA day, 50% fuel PostStallFM.trk
  8. With allied warbirds operating in MPH and not kts, it adds a layer of calculations to estimate ETA, range etc to not have the distances expressed in statute miles as opposed to nautical miles.
  9. Please add Beynes Thiverval Airfield. Located about 15km west of Versailles, it has existed since 1930 as a gliding hub and has seen use during the occupation and immediately after the war, being involved in the design and manufacturing of the CAP series of aerobatic airplanes among other things. In terms of the strip itself, it's a 1000*80m grass strip so it would fit most of the warbirds without issue. null https://www.anciens-aerodromes.com/?p=127040 historicaarp.pdf
  10. Add Beynes Thiverval to the list. Notable gliding centre pre war, used by the Germans during the war, and an important location for post war French aviation (CAP aircraft were assembled here). In purely practical terms the 1000*200m odd strip should be more than suitable for the fighters, and the slope on the south western edge was used to launch early sailplanes, and one could attempt to jump off it too. And as a current user of that field, it would make me extremely happy. null
  11. During relearning the viggen recently me and friends did some Rb04 shooting and were baffled by the really low hitrate. I did some setting using a setup as close to the book as I can and for some reason I can't get more than one of the missiles to hit, despite both going through the group. I did multiple attempts while randomising the angle jump and group settings, I'm not sure if the issue stems from there or not, it's unclear if those are exclusive or not. Robot04.trk
  12. nullThis should say "boudin", not "boundin"
  13. nullShame my leader didn't take screenshots when I was counting rivets on his belly.
  14. Would be very nice if a few things could be added to the kneeboard now that we have the first semi complex version : Kneeboard adjustable GBU codes (in line with other modules like AV8, M2000 etc.) Starting position listed on kneeboard for ground align. Would also be cool if, like in the M2000, the tanker tells you how much fuel it has transferred, perhaps also with the total once it tells you to disconnect. Presets for the radio being listed on the sightblock as it very clearly should would be very nice indeed as well, especially for SRS MP use and such.
  15. Tried tossing a GBU 16 from low level (500kts 400ft then 4ish g pull to 30 up on the VTH). Positive g is maintained during the toss (checked with tacview) but it seems the bomb doesn't separate enough to clear the aircraft and it ends up damaging it.
  16. With the radar in V/Standby and WOW, the RWR detects the radar from fellow F1s. So it is definitely emitting on the ground and in standby. Obviously not correct.
  17. Fictional, but a livery to represent the Normandie Niemen regiment
  18. Rubbish04.trk So I had a few goes with this setup, changing settings to see if that makes a difference, and it's only ever one missile that tracks and hits. This track was with right missile angle jump and random target selection within a group. As you can see launch is within parameters and the left missile has ships well within its cone but it just does not track.
  19. Trying to reproduce the issue first. Are the angle jump and group settings exclusive btw ? As in I can either target multiple ships in one group XOR target two different groups
  20. Angle jump settings also seem to cause a significant drop in Pk from the missiles. I have 10 ships in a 1+3+3+3 box formation on my range with the main group being within 2.7km both in lateral and trail distance and last me and a buddy fired missiles one hit and the other three ended up doing a wild last minute turn to try and hit their targets but ended up going above and splashing right behind. Unsure if it's just setup errors, if the missiles really need a very cooperative target, or if it's a bug of some kind but it makes using them a bit underwhelming.
  21. Why not both indeed, it's just that the g value has more of an informative quality over the 45 degree bank level turn information when it comes to flying. They're both correct values technically speaking.
  22. Nice to see the manual getting some love. Page 87 in the Standard turn section of the AP, the line for above Mach 0.8 mentions the ST criteria for the AP being a turn of 1.41g. This seems needlessly technical, and I suggest that mentioning the equivalent bank angle of 45 degrees be noted instead, as this is far more relevant for pilots than the load factor.
  23. Great mod, I'd love if you could revive the blue pit one as well.
  24. Ditto on regular monitor. Sight is too high and doesn't move with ring setting option. Could it be made adjustable in game too ? Kinda tedious to go reload a mission instead of just opening the special tab in the in game options.
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