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Everything posted by SCU
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It's not about drag or power. It's about how aggressive the hornet wants to pitch to trimmed AoA. So I guess it's more of a Flight Control Computer (FCS) issue than a flight model one. RL F-18 pilots A.W. S. & Lex Talionis have mentioned this issue on their youtube videos.
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When the Hornet was first released for early access, it was reported by several real-life Hornet pilots as well as an engineer (remember this thread?) and other players that the trim to AoA behaviour in landing mode (when flaps are down specifically) is incorrect. Is this still a WIP or is it going to stay this way? Noticed no mention from Wags about this for the last few months.
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Thanks hollywood, didn't know I could edit sounds for commands; I'm pretty new. If there is enough demand maybe do a themepack, but I believe the 'thump' sound is the most realistic one for most jets, could be wrong though.
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Just recently started using VAICOM Pro, and gotta say it's amazing to not have to click buttons on the keyboard to communicate. I have a question though: is there a simple way to change the radio 'click' sound to be more of a thump sound than the current static sound? Thanks.
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I'm trying to edit the EW indications on the HUD to be more realistic to the real HUDs where the positioning is more towards the edges and are less obtrusive. However the LUA file (Mods\aircraft\FA-18C\Cockpit\Scripts\Multipurpose_Display_Group\HUD_AVQ32\indicator\Pages\HUD_EW.lua) isn't very straightforward and it isn't obvious what to change there in order to make the EW/RWR line be further along the edges. Supposedly the lines orbit a center in the HUD and the end point of a line (with its symbol) represents the radius from that center point; any idea on how to increase this 'radius'? Cheers :thumbup:.
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I hope for ED to reconsider the [no bug] label, because the EW symbols on HUD clearly need to be tweaked to be more towards the edges like the RL HUD, and the realistic setup would really help if the lines are more out of the way from other info on the HUD. Thanks! :)
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Edit: adjusted OP accordingly.
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I think the RWR lines in the HUD should be further from their center than they are now. It makes sense too to have the lines more out of the way and along the edges. A nice clue as to how further the lines should be is by viewing HUD videos of the F-18 and that's what I found: So it seems that the lines should be adjusted in DCS such that when a contact is overlapping the G indication the number/letter at the end should overlap the G letter. You can see the difference between the DCS and RL in the other attachments. I think that longer lines mean higher threat, just a guess though. Source videos: - RL & - RL - RL Rhino/Super Hornet - DCS Wags' video
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Update: I think I may have found what the limitation is for the break X to appear on real F-18. It appears from this video & at 09:46 that the break X stops flashing when the VV goes over the 5° line. I don't know if you already know this but just thought I'd share. :thumbup:
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Yep. Actually IvanK is one of the Hornet pilots I was referring to. If you're talking about his earlier post in this thread, he was actually talking about gear drag; not FCS behaviour in app. mode.
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I'm no pilot either, but I base my opinion on real Hornet pilots' feedback. I think they're still working on it, as was acknowledged many times by ED on the forums, and it seems that approach mode behaviour is a bit more complex than changing a line of code so they're taking their time with it. Apparently in app. mode your control over the plane is similar to your control in non-app. mode; there are some significant differences in FCS logic but for all intents and purposes it seems the pilot shouldn't feel them nearly as much as we do in DCS. Sent from my SM-G935F using Tapatalk
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Yep noticed it too. And @bbrz, pitch stability in approach still needs a lot of work in my opinion. The aggressive pitch correction to achieve trimmed AoA is still there, and needs to be mitigated severely, if not removed all together.
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There are numerous HUD tapes available from many versions of the Hornet, as well as the Super Hornet too. Old & new Hornets alike, as well as Super Hornets, show the ICLS to be exactly the same size as one another, just like almost every other HUD element, bar only a few minor specific differences that are mostly weapons related. Plus I think I read a while ago that ED have acknowledged this and will at some update tweak the needles to match the real ones.
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I think what's different now is that when you hot spawn you spawn with the wings already folded, which you then need to unfold.
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I think it's based on the real thing, as you can see in and in the attached image, where it's actually more yellowish than orange. Now granted these are Super Hornets, they are probably not too far off from a lot 20 Hornet when it comes to the front glass part.
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Well that's not 100% true, there is also the case when you are in a (considerable) bank where the effect of gravity becomes lateral (instead of vertical) so the FPM gets sort of "freed" when the plane is banked, to show for the FPM's lateral drop due to gravity, plus its normal vertical movement, but the wind component is still left to the ghost vector.
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From a recent update: The way it reacts in game is such that the break X will not appear when the VV (Velocity Vector) goes exactly at or above the horizon line, but according to at 4:08 there is no break X even with the VV a little bit below the horizon line, while in DCS the break X strats flashing as soon as you get the VV below the horizon line. I don't know the actual numbers but maybe it's set to, for example, -2.5° for VV, or a certain decent rate(?) in real life. I think the devs should set a steeper limit for the break X to appear. Thanks for your good work ED & BST! :thumbup:
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Checked out the update yesterday and I had hoped that they would correct the ILS lines' length before the update, but it didn't happen. I also noticed that even Superhornets have the long lines in their HUDs so I'm not sure why they have them short in our late Hornet. Obviously not a serious issue but I hope ED are aware of it.
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The devs have clearly done some work on PA (Powered Approach) mode; a lot of the issues mentioned in the long and famous PA mode thread have been improved, a lot. Thanks ED for this and I hope they continue honing the module to be as the real thing as they can.
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It's spot on since day one from comparing to HUD tapes.
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You can see my post in another thread discussing this issue, where it's shown that in real life HUD videos the Aim-9 tone being silent when not detecting any heat signature is realistic behaviour. Have a look at the rest of the discussion in the linked thread if you want to as well. On the other hand I think that the tone is moddable, so you can make it loud if you want to.
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Haven't tried carriers yet since last update unfortunately.. RL not giving me too many chances to sim at all currently, but I'll try to do some tests when I have time and report back here on any issues I believe are present.
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I haven't had the chance to fly for the last few days, but today I took the F-18 for a ride in the same mission I had the 'negative' ground effect behaviour, and it's just not there any more! It seems that it was fixed in the last update, and get this: I can actually aerobrake now, just like some (few) real Hornets do.
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How about the slow speed effect? You know, the nose sucking effect right before touching down on an airfield?
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PS: Real life Hornet pilots have to take into account the effect of the burble.