-
Posts
2718 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by captain_dalan
-
I don't think it's getting changed at all. Some people apparently love it and defend (advocate) it as a feature. Even among the officials and moderators.
-
Do you mean the metallic bell like sounds in the background of the main jet sound?
-
That is odd indeed. I've had this kind of failures on a few occasions, but it was always after very hard maneuvers, like above 9g and once after a very long period of staying above 8 (this was in a lightly loaded B). But in this case, you didn't even hit 8, so i have no idea what may be the cause. Did the plane start like this from the runway or did it happen as you were flaying along?
-
Not that good of news then
-
Then record the experiment in a video to demonstrate the methodology and post it here. It will make diagnostics much easier.
-
Confirmed, the AI will drop chaff as if there's no tomorrow a soon you squeeze that launch button, so...... yeah......don't launch much further then 30NM, or you risk your missile falling prey to RNG. Bellow screenshots are from a 50NM launch:
-
Probably not. But FM changes are in the making, so we'll need to wait.
-
Unrelated, but just to illustrate the vast difference between fighting the AI's VS fighting other human opponents. Not to put one over the other, but differentiate between the nature of the challenges:
-
Ooh nice! I didn't know that. And i haven't actually done any flying this week. Now i know what to do for the weekend! Thanks mate!
-
Just a small note, the numbers for employment will be different if you fight against AI when compared when fighting against humans online. Generally, high/medium energy shots at medium-high altitudes against humans are in order of 50 nautical miles for hot targets. However, because of the AI omniscience, those shots should be taken in the 35-40 nautical mile range or less. Also, never take any Sparrows that are not MH, as the other models go stupid every time due to self-protection jamming (a bug).
-
Ideally you always add rudder inputs to your rolls, and during high performance non-vertical turns, rudder inputs are must to avoid wing drop. Which though a year late (not that i could do it at the time) brings me to one of the most important reasons why coordinating is tactically important...... it's practically the only way to ride the stall, or max-perform you plane. Look at the AoA values bellow (true degrees), you can't do this without proper rudder inputs. Now, this doesn't mean you should always do these bat-turns, but there are times when they are needed. And yes, the main and aux flaps weren't dropped during these tests, only maneuver flaps on auto.
-
Heatblur Update - Supersize Me & Public Roadmap
captain_dalan replied to Cobra847's topic in Heatblur Simulations
Oh i wasn't talking about HB, just about someone making such map in general. As much as i'd love it, i doubt anyone would make it. -
Heatblur Update - Supersize Me & Public Roadmap
captain_dalan replied to Cobra847's topic in Heatblur Simulations
North Sea......i would be hoping for Norwegian Sea and Iceland, but that map is too big and too cold to even dream of.... -
There it is, sorry for the choice of music, but it's a rainy day and such weather always makes want to listen to PF
-
I did try fighting him low and slow (mostly bellow 10kft and bellow 350kn) last night, ended up with a similar kill to yours. As suspected a max lift turn is useless against an AI that initiate a 5g climb at 300 knots and end up at the top of the egg at no less then 200, higher then you. It just continues it's cycle unfazed after i've bled all my knots in 270 degrees. Anyway, matching its turn is possible, but exceeding it not. At least not in a sustained fashion. The only way i found i could pull it off was to start above 400 knots and bleeding down to 330, then unloading or diving and repeating it again and again, resulting in a higher average turn rate then i would have if i stayed 330-350 at all times. Unfortunately, as that airspeed range was outside the scope if this drill, i just couldn't do it. Eventually he took the fight up, and i ended up slowly losing angles AND fuel. Eventually i was able to save on enough knots to cut into his egg, and gunning him on his way down, before he regained his airspeed. I will try to post the tacview later on.
-
Makes sense i guess. I often sit and watch AI's fighting it out among themselves, but as BFM is my primary focus, my missions almost never start with bandits more then 15NM away. But the first joust i composed between an F-15 and an F-14, and later on a MiG-31 and F-14, immediately revealed the flaw
-
Didn't last 8 mission changes/restarts with me
-
Hmm sounds similar to my attempts at turning with him. Though, last night i did something i haven't really try since the plane came out, and that is max AoA turns. I managed to actually complete a 270 degree 33 AoA degrees break (max lift) without losing any altitude, from 330 to 130 knots. I have no idea if this will prove useful against an AI, the next time i start DCS i will try it for one-on-ones. I just need to perfect my rudder inputs first so i stay coordinated through the entire turn.
-
I think so. They turn too good down low (i've seen one match my turn until i literally ran out of fuel hanging with him, but if i pulled any harder to get a lead, he would get away because i bled) to dispatch them quickly enough not to become their prey in the act of doing so. And as much as they don't stall, their top speeds and acceleration aren't that good up there. Neither is ours, but we have a burner to aid us. On top of that our fuel consumption is lowered as well. What are your experiences from fighting them at 10000?
-
Here is that fight....... i must admit, i like the new Ai behavior
-
Yep! Thanks mate! Also, i decided to pull an all-nighter and do it in the F-14A.........aaaand i sort of did it, but also kinda didn't Those changes ED made to the AI a while ago? Well, it seams like now, if the AI doesn't get you in certain amount of time, there's a high chance it will just give up. I actually recorded the fight (it's undergoing compression right now, will upload it tomorrow) and you'll see it's nowhere near as fun. More then half of it is actually chasing. At first i thought the bandits ran out of ammo, but when i checked the mission debrief screen, i saw very few rounds being fired. Maybe they ran out of fuel? But it's the same mission as before (only with clouds added), and they never ran out of fuel on the previous tries.......