-
Posts
2739 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by captain_dalan
-
No extension on my stick as well. I'm blessed with 11-12cm throw though, so that much help a bit.
-
How Jester determine if a target is hostile?
captain_dalan replied to NaCH's topic in DCS: F-14A & B
I'm talking about STT-ing the target after being IFF-d. -
Question on AI and engagement ranges
captain_dalan replied to captain_dalan's topic in Aircraft AI Bugs (Non-Combined Arms)
Did ED change something in the meantime? IF so, great job! In this fight the AI wingman actually engages with multiple FOX-3 launches. Yes he does it on orders, but still. Now we only need to se if the AI would engage on its own..... -
How Jester determine if a target is hostile?
captain_dalan replied to NaCH's topic in DCS: F-14A & B
He also has tendencies to keep locking the same friendly over and over again despite being told to lock the bandit. This happens only when there are multiple contacts in close proximity, but it can get extremely irritating after the first couple of iterations. -
Back in high school, when i flew the Jane's US Navy Fighters for the first time, this puzzled the hell out of me. No matter which jet i would chose, it was always CAT 1! A-7, F-18, F-14, navalised F-22..... i actually started suspecting the development team could afford to record more sound files for the game
-
You can do it! It's just a matter of practice How much of a throw does your stick have? Any extensions?
-
My pleasure! It's been a real issue back in the day when people first got the plane and transitioned from FC3 or F-18's. Not for me, as like you i did migrate to jets from warbirds (though in other sims, many, many years ago), but complaints were numerous, and most from people with curves. I always sticked with the HB recommendations of not using any curves too. And max-performing the plane bellow 300knots still requires a very steady hand and quick feet
-
Feedback Thread - F-14 Patch 11th Aug 2021
captain_dalan replied to Spurts's topic in DCS: F-14A & B
Always glad to be of service! <salute> In the mission editor yes. But as soon as i select the mission through the instant action, i am sent to the F-14B equivalent. Even the loading screen says F-14B -
Bad, bad, bad idea...... this is how wings are being ripped off....
-
Feedback Thread - F-14 Patch 11th Aug 2021
captain_dalan replied to Spurts's topic in DCS: F-14A & B
Bug/feedback report: Nevada map instant actions: 1. F-14A free flight mission and F-14A aerial refuel mission, in both cases the in-mission plane is an F-14B. 2. F-14A guns-only dogfight mission (the one with the F-16C), the F-14A starts with a full fuel tank (16200lbs). Is this as intended or an omission? Most F-14 dogfight missions, including the Constant Peg IV Gen start with about 76% internal fuel, or about 12000lbs. -
Feedback Thread - F-14 Patch 11th Aug 2021
captain_dalan replied to Spurts's topic in DCS: F-14A & B
So the axis will no longer work axis-like for people that have the flaps assigned to an axis? P.S. apologies for the excessive use of the word axis.......dough! -
Would I like the F14 if I don't like the F18
captain_dalan replied to Gunfreak's topic in DCS: F-14A & B
Ok, you are new to DCS, but are you new to flight sims? Any prior experience? Any RL flying experience? And what do you prefer doing in DCS? BVR? WVR? CAS? Interdiction? Joyriding? -
Feedback Thread - Tomcat Patch 07-21-2021
captain_dalan replied to IronMike's topic in DCS: F-14A & B
"Added threshold value for flaps axis so flaps on/off are now binary." This is from today's patch. What does it mean exactly? -
[NO BUG] backup and emergency ICS
captain_dalan replied to WelshZeCorgi's topic in Bugs and Problems
Why shouldn't it be? I mean, there's no barrier between the driver and the RIO. They could just yell at each other? Yeah, it would be harder to hear, but still..... -
I know how that feels
-
Moving up and down through the menu would be slow. Too slow and two clumsy. What works best (with some pre-commit planning) is setting up the antenna elevation in a certain way and then flying accordingly. Then, when the initial conditions no longer apply, just tell Jester to go elevation default. I.E. if you plan to go high, you may chose elevation setting that scans everything from right at your level, to however down the antenna can reach in your bar setting. For a 4 bar scan, i think the max delta alt is about 10000ft at 30 miles or so. So if you are at 20000ft, tell Jester to scan 10000ft at 30 miles, you should cover everything from 0ft to 20000ft AT 30 miles range. If you wanna scan closer or go even higher, you need to make the proper math and tell that to jester. Same for the opposite situations, if you in a look-up. You scan above you at some range. Now true, it's hard to do all the trigonometry in your head while you fly the plane, but that's where lookup table come in handy. Do the math for the most common conditions you plan to find yourself in and write then down on your kneeboard. If memory serves, you already have some angle chart there. I just don't recall what page they were on.
-
They should be relative to the cockpit if i understood it right. But there are two issues: 1. Callouts are often late (but not always, not even most of the time); 2. As everything on a flat screen, the callouts are often skewed. What seams to Jester (and VR users) to be 5 high, sometimes translates to 12 or 6 high to face-tracking users. It's even worse with low calls. If Jesters call something low i just ignore and go straight, hoping to pick it up when i parks on my 6
-
Oh i know, but it's so easy to tame it, i've never seen any practical difference. It can literally fly with everything on and everything off. And i've never really found any major benefits from the roll SAS off either. Maybe it's the specifics of giving certain inputs to the controls
-
Tried BFM with each SAS on and off and honestly, i can't really make my mind up. Recently, for role playing reasons, i've been fighting with roll SAS off only, but i can't tell you if it's actually better or not this way If in a pinch, then maybe i'd say, don't flip the pitch SAS off, but i never really minded it so...... je ne sais pas......
-
Related to this. While i see why many people demanded it, personally i find it less useful that i get airspeed updates more often then bandit callouts. I know it's just a personal preference so i would not ask it go away, but it would be nice if there was an option to tell Jester to prioritize one over the other. Like make 3 bandit calls for each airspeed call, or at least a 50-50 ratio.
-
1. It will depend on mach and altitude. I can't and won't reveal my exact numbers (for obvious reasons), but for the above example, try something like 10-12s offsets from the moment you receive the launch warning and work from there. The key is to always "drag" the missile around, always making it work extra for every mile it gets closer to you. Try it in a mission then study your tackview. Repeat until you find what works best for you. 2. I don't even think about the MAR. Not in this kind of engagements that is. For one, the bandit is the one without FOX-3 capability here. He has to decide if he will defend or commit. My goal is to get one of Buffaloes to go active. After that, it's a lost fight for the Fox. The instant he turns cold or notches to defend his R-33's are trashed. The MAR is in this case a relict of bygone time when missiles went active off the rail (because of how short range they were) and you had the luxury of shooting and scooting ad infinitum. All the "BVR" fights were a series of point, shoot, break and reacquire if needed. Not wise in this case. If you turn cold on a bandit with longer sticks, longer legs and just right out faster then you, you're dead or out of the mission. 3. 1v2 is indeed doable and practically the same as 1v1. In reality you should never do it alone, but alas, DCS wingmen in the F-14 are hard to motivate into taking AIM-54 action. Under most normal circumstances, they just refuse to engage with Phoenixes. I've done some experimenting, and it seams they are willing to use them (this may still need more attempts to make sure it works) if you order them to engage at extreme ranges. Essentially as soon as they can detect them. Even so, they will only use 1 Phoenix, most likely in STT mode. Here is a short demo for that. Just be ready to have to face them alone in case they refuse to act: 4. Actually no. In my video i end up in a merge because of extremely sloppy fencing that resulted in sub-optimal Phoenix employment. Had i done everything right, i would have scored a kill some 20-30NM from the bandit. However, a merge is actually a desired outcome against a target with longer sticks. Unless you can ambush him that is. Then go for that, but good luck doing that against an AI. So if the enemy can engage me from ranges longer then what i can, i am willing to take a merge as well. Especially against a MiG-31. He's helpless up close. 5. Against other air targets, the situation is usually reversed. It is them who need to "weave" their way through your missile curtain. At least the good ones will. Fortunately a vast majority will opt for more...... "conventional" approaches. So yes, you are right. I'm not a proponent of launch and leave. Maybe it's just me being too "green" or maybe it's me not being "indoctrinated" with the baggage that is DCS BVR, but i think there are a number of situations where the common DCS dogma is not just obsolete, it's actually harmful. Especially in cases that don't involve "bird watching" tactics. Or to say in other words, when you actually have a job to do and not play hide and seek or alternatively play for "scores". If you want i can make another video, with "proper" missile employment. The tactics are the same, you just set your radar a bit different and you fire a bit closer. ADDENDUM: Of course you gonna get hit. That's why you don't mess up. Think of it this way. The alternative is to turn cold and run. You'll survive maybe, unless the MiG runs you down. But let's say you survive. The strike package you were supposed to escort is now doomed. The carrier you were supposed to protect is now vulnerable to attack. So what good is your continuous survival if you don't even have a boat to return to? It's mission failed.
-
It's not that hard really. It just takes some practice
