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Everything posted by Sandman1330
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Are there any plans to include the massive Vimy Ridge memorial near Arras and Lens? It was completed in 1936, and is large enough to be seen for many miles. As a Canadian, I’d love to see it included in the map. Plus it would be a very good navigational reference!
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Is anyone else still having issues with this? I am, though I'm admittedly a bit out of practice, it seems I can't get a solid pass (according to the LSO anyway). If I'm reducing power in close, it's to keep the ball from going high, not to land... *Edit - So I decided to take some video with the control indicator up so I could self debrief, and perhaps post it on here for other's opinions on whether there's an issue with the grading... I did about 4 passes while recording, and nailed all of them. 3/4 wires, all _OK_, even one where I'm pretty sure I DID EGTL! Maybe I'm just rusty.
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Phoenixes work OK at longer ranges, but if you engage at shorter range (30NM-ish), they don’t even seem to guide, even with valid tracks held throughout.
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Awesome tip! I just tried that and it worked great. Still only got 1/6 phoenix hits though...
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Oh yeah, I understand it’s not controllable on your end. I think Heatblur is well aware of the Phoenix issues, but it’s actually DCS core that controls the missile API. There’s supposed to be a fix in the works. It’s not a big deal that the mission showed fail, I still got all the “win” dialog and was able to just hit skip mission to progress. One missile did get super duper close, the CIWS got it, but maybe the ship took a tiny bit of damage from the close by explosion of the missile, and perhaps that’s all it took to trigger
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Check out this track - 6 pheonixes, not a single one guided. Something is definitely not right there. Useless pheonixes tacview Did the mission again, fired from farther away, got 6 kills. All backfires were destroyed (got the voiceover for that). However, I got the "ship hit, mission failed," but no enemy missiles hit. A few were fired before the backfires were destroyed, but none hit the ship, the point defence got them all. That tacview is also attached. Ship wasn't hit tacview Finally, it's a bit annoying to not be able to prioritize targets in TWS. The MIGs are always "stealing" your priority 1 and 2 slots, so you have to "waste" 2 phoenixes on them before you can start engaging the bombers. Again, it's a Heatblur / DCS problem, but still...
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Same. It worked once out of 10 or 20 tries, but consistently will not work (pressing backspace, which is what I have bound in controls for this).
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Cool, as good an answer as any, thanks!
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So I spent some time scratching my head, wondering why my phoenixs never tracked anything on those missions where we were given one of them. I would fire it in TWS at 25-30 miles. Then I realized, it's the ACM cover of course. With the cover up, the missile is pitbull off the rail, and too far away at 25-30 miles to acquire a target. So my question: Why do ACM cover up on the FENCE in (per Jester's checklist), when you know you'll likely be starting the engagement BVR? I can understand flicking it up then down again, as it's an expedient way to set gun rate high, SW Cool and Missile prep. But to leave it up seems counter productive. Is there a reason I'm missing, or is it contextual based on the type of engagement expected, where maybe that one checklist item should be left out in certain missions?
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Man, this was a darn good campaign
Sandman1330 replied to av8orDave's topic in F-14A Zone 5 Campaign
I concur, I enjoyed this campaign as well. Although I never did manage to spot a wildcard without using labels or peeking at the F10 map, despite having my head on a swivel so much I thought it would twist off! They just appear too quickly for me, but I'll choose to blame it on limited VR resolution The last "mission" was super cool too, what an imaginative way to end the campaign. And kudos to you guys for using the actual Nellis club as the venue! Now on to Fear the Bones. -
This made a huge difference on my 6800XT as well. Without that set, I had terrible stutters, even at low settings and high frame rates.
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Some of us do much prefer the controllers. I hate the mouse, the pointer moves with your head so you have to hold your noggin perfectly still while using it, and it’s one hand only. I have a controller beside each hand so whichever one is free at that time I can use. Increases immersion for me, but everyone has their own personal preferences. As this thread indicates, controllers have their downsides too.
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I've found you just need to be very careful before hitting that Windows button (my sig may show Rift S, but I'm on a G2 now). I try to keep my controllers awake by moving them every few minutes, but sometimes one does go to sleep. I give it a few seconds to make sure it's gone to sleep, then press and hold, ONLY ONCE, the windows button. The controller usually comes back online without going to cliff house. If you hit the windows button again, it'll take you to cliff house, so just press and hold once to wake up the controller. So far it's worked OK for me. Try as I might, I haven't been able to find a setting to stop the controllers from going to sleep, it's a PITA. It's about the only thing I liked better about Oculus.
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That’s probably it then. Cheers!
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Huh, ya know what? I may have released the parking brake early. Was short on play time and might have been trying to multitask (letting the auto start work while I did other things) Does releasing the brake automatically stop the align, or does the aircraft have to move?
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Hey team, I'm having an issue with the INS align getting stuck. Using auto-start and time compression, the align just gets stuck at some point before completion. It doesn't happen all the time, but happened 3 tries in a row on this one campaign mission. Track attached (too large for forums): https://1drv.ms/u/s!Ascm8Kmu7NR0g_5QsJ17H8XNVg3PYA?e=mbCJhn
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Well I’m learning plenty of lessons!
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I love the idea of the wildcard - the extra realism and element of randomness is great. However... Due to DCS limitations, it's becoming very frustrating that of 4 crew members in the flight, I am the only one who can or will see him. I just got shot down on Hop 6. While doing the intercept I was looking left, right, up, down, everywhere - except directly to my 6, which is extremely difficult to see in VR (as it is in real life of course). Also add to that reduced visual acuity in VR... To counter this, IRL a formation flies spread out, so you are watching each other's six and more looking to the side then directly behind. On Hop 5, I spotted the wildcard going to the wingman's six. In Hop 6, he didn't watch my 6 for me. A further weird issue, Jester started dispensing flares when the wildcard shot at me. It took me a second to stop and think, what? Why is he doing that? Is he pre-emptively flaring for the guys in front? In the 2 secs it took to think through this and realize it was the wildcard firing at me from behind, it was too late. So Jester saw him, didn't say a word, saw him fire, and still didn't say a word but started dispensing flares. Obviously a DCS limitation / bug, but still... So, DCS limitations aside, I wonder if it could be scripted into the campaign to have a certain percentage chance that either your "in campaign" Jester sees him or your wingman does. I mean, the idea of the wildcard is realistic and great, but all realism is lost when all onus is on me to spot him, no? That's why we fly in formation - mutual support! That aside, still loving the campaign!
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I just listened to the PCWorld Full Nerd interview of the AMD devs behind implementation of FSR, and they said there is no reason why it should not work with VR (though it didn't sound like they'd really tried or tested it). So hope lives! As an aside, they also said it can be implemented in about an hour's work for game developers. Who knows if that would be a valid estimate for a game as large and complex as DCS, but again, hope lives!
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Is this due to doppler gates? In my limited understanding, I know PD radars to transmit in harmonic frequencies, for which the spacing between them is determined by the radar's PRF. The doppler return needs to come in at 1/2 the PRF in order to be recognizable to one of the harmonics, otherwise it will fall into the "range" of one of the other harmonics, thereby giving an inaccurate speed. A faster closure will see more doppler shift, until such time as it falls into one of the other harmonic gates. Is this what the target aspect switch does? Does it tell the radar which gate the return should be inside, thereby allowing a wider range of closure speeds? I think if we can get one of our many radar gurus to explain this better than I, it would clear up much of the dissention here... I have a foggy enough understanding to know why this is a thing, but not enough to explain it well!
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DCS: F-14 Development Update - Bounce, Burble and Orbits!
Sandman1330 replied to Cobra847's topic in DCS: F-14A & B
This exactly answers my question - very cool! I’ve only tried it in a mission with 30kts relative down the angle (I think it’s 15kts ship speed plus 15kts wind 18* off BRC, which is more like 28kts I guess but I’m too lazy to do the math). It was noticeable there, so I guess I’ll need to really work for it when the ship is making its own wind! -
You need to leave the lights off during taxi and hookup. Once you’ve run up and are ready to launch, that’s when you turn them on as the signal to go. The act of turning the lights on replaces the salute, done at the same time as you would have saluted in daytime. Caveat: haven’t tried it yet myself but this is how I understand it should work.
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DCS: F-14 Development Update - Bounce, Burble and Orbits!
Sandman1330 replied to Cobra847's topic in DCS: F-14A & B
Regarding the burble effect, I’ve read it’s the worst on calm wind days when the ship is making its own wind. It is mentioned the speed of the ship is a factor in the burble strength in game, is wind direction also factored? I mean to say, with a stronger natural wind, the boat will be manoeuvred to put the wind right down the angle. Theoretically this should mean the burble from the island would parallel the approach (remain on your right side while in the groove) rather than requiring the plane to fly through it. is this correct to real life, and is it factored into the new burble physics in game? -
Unable to *not* force label setting in multiplayer
Sandman1330 replied to Tippis's topic in Multiplayer Bugs
Ahhhh, so this explains it. I play with easy comms off, and I intentionally set my server missions to not enforce easy comms so other players can use it if they want. However, easy comms never work for other players on my server. This explains why! I concur this would be great to have fixed. I allow a wide range of skill levels on my servers and would like players to have the choice whether to use easy comms or not (or wake turbulence, etc.) -
Update for any lurkers who may be following: the controllers worked fine out of the box, no special setup required