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Dino Might

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Everything posted by Dino Might

  1. All I know is that with the proposed lineup, over the next year, I'm going to be spending beau coup dollars on DCS.
  2. This would be awesome. I'd definitely go build/buy some potentiometer USB controls just for the lights.
  3. My only issue with the glass is that as I use the zoom view function to try and pick out enemy aircraft at 2-3 miles, I get fooled by reflection/refraction off the small cracks or craze lines in the glass and end up chasing them around for the better part of 5 minutes, all in afterburner because it looks like my fictitious enemy is in burner as well. :doh: Oh, and concerning mods like the above for canopy glass or other visuals - do these types of cosmetic mods impact ability to play on integrity check servers?
  4. Anyone else have some testing with TacView? I'll see if I can get a short video of my TacView file up this week to show what we're talking about. Surviving 100+ rounds of CM seems obscene for anything but a heavy APC or tank.
  5. 2v2 was great. 5v5 will be even better. I was surprised at how many gun kills there were (mostly Az killing me). Also a bit of a chuckle how many dang rounds that one radar took. Great match with blue team, victorious 3 flags to 1. Red developed a good numbers advantage in terms of attrition, but we were slow on our search and didn't follow a tight enough pattern, missing radars a few times that really extended our time to find the targets. I'd really enjoy if this were a weekly (or more often) event.
  6. I'm starting to wonder if there's a difference with 1.5 vs. 2.0 NTTR. I didn't have many problems killing ground targets in 1.5, but in NTTR, last night, we put about 170 rounds (confirmed in TacView) of combat mix into a DogEar Radar, and it didn't blow up. In the past, I've run AP, HEI, and CM, and been able to kill a DE Radar with one of two passes. Not sure if I'm just really inconsistent, or if there's a significant difference in armor on the front/back/sides/top of the radar. I wasn't very consistent with my approaches in terms of aspect front/side/rear, but there were enough 20-30 dives that at least a fraction of the shots should have been hitting the top.
  7. Low-level flight training: (one of us didn't make it...)
  8. If you're going to fly Blue coalition, be up late, and preferably drunk. If Red, get some rest, a good breakfast, and a hot shave so you can be in tip top shape. :D
  9. What's the armor on an SA-10? I've knocked out multiple KUB systems in Blue Flag with the F5 just using HEI. The issue I have is the rather wide spread, but I just make sure to get close enough to put a lot of rounds on target. I've also eliminated Shilkas with HEI, but usually require more than one pass for those, and it is quite the risky proposition running in on those because you have to get so close. I second checking tacview and seeing how many hits you are actually scoring. I've found trucks to only take a couple of hits to destroy and most SAMs are just as easy to kill. I don't even bother with pure AP, because I avoid tanks unless I've got a full load of rockets, and CM is my preferred choice for things like BMPs.
  10. I tried some testing last night in 2.0, and it's really hard to tell if acceleration is appreciably better and turn speed is maintained better when in flaps UP vs flaps AUTO. I did some dogfights with a MiG-21 AI (excellent skill lvl), and I did better when starting at high speed and keeping flaps in the UP position - I maintained higher speed, but wider turns. I did not do any accurate evaluation of turn speed and turn radius, and I'd be very interested to see if anyone can figure out a good way to do this. My biggest problem is that once I get on the MiG-21's tail, it extends and just runs away. Even if I only give it guns, in an attempt to try and force it into a sustained turn fight, it will run, and I can't get any good testing done. Any hints on how to force the AI behavior into something more demanding on the flight performance of the F5?
  11. I've been wondering about dogfighting in up or fixed. Leaving them in auto all the time, I tend to bleed energy way too fast to even fight the MiG21 in a turn fight or scissors.
  12. Anyone who missed this needs to try it out next time it's up. I think Azazel is going to have it up more this weekend. It is tons of fun. The game is simple, but the tactics complex. The map setup and round time are perfect, and it's a thrill playing cat and mouse while you try to find the flags.
  13. You can download it and join the TS to listen in and type in game. Would be super easy to do. Don't miss out for lack of a 2 minute install.
  14. Can you post the TS address, or where to look it up? Thanks!
  15. Very interested in this, because it may be the cause of the landing problems I have been having.
  16. Hadn't seen the 2nd post, but the 1st was something I was hoping to draw some more attention to - I didn't see any responses or a notice of the issue being worked on. I was curious to see if this is a verified bug by Belsimtek, or maybe there's something weird going on with one or more clients. So I figured I'd do a test to try and repeat what you tested and get some video of it to add to the report.
  17. So instead of tire friction, anymore word on the idle thrust issue? If I have some time this week, I'll do some testing and record it. I'm really curious as to how to address what I *think* is an issue, but I'd also like to know if I'm completely out to lunch, here. I recently managed a few decent landings (still no serious aero braking), but I find if I touch down around 130 kts, I can usually stop before the very end of the runway. I'm right on the verge of falling out of the sky before the fenceline, though, and on short runways, it's still not possible to stay on the tarmac without the chute.
  18. So stoked about the F14 and associated elements. Here's a cool image composed by a talented digital artist that is one of my favs:
  19. Looks awesome! I'm going to do my best to be there.
  20. Saw a new server up that was doing testing. Has AI CAP and ground targets with an interesting scoring system. Only 5 v 5 with about as many AI aircraft on each side. Hopefully it expands and increases ratio of human to AI fighters. Oh, and NO IMPOSTERS! Woohoo! ETA: Unfortunately, I forgot to mark down the name of it...
  21. I'd probably have to buy the two seater version if they made it, if for nothing else than to complete the Top Gun set.
  22. Been having a great time with it in Blue Flag. My kill ratio sucks, but it's a lot of fun to try and sneak up on people. This vid was from before the 1.5 fix for missile seeker FOV and AA1 gunsight. Trying to fight without those was definitely hard-mode... [ame] [/ame]
  23. It's bad for everyone, especially with higher resolution for some reason. I work the zoom view constantly in conjunction with trackIR, and I still struggle to see planes beyond about a mile (when fully zoomed). As for identification, well that's about 1000 ft or less... Still, I will take this over imposter settings. Imposters cannot be how it is in real life. I have spotted planes while skydiving, and they scale with distance, getting quite hard to pick out beyond a few miles.
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