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probad

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Everything posted by probad

  1. seems to me they're the same exact thing, just navy vs airforce designations
  2. generally a good rule of thumb but there are some safe assumptions to make. considering flightmodel authenticity to be one of the core features of dcs, this is one of them. beyond that, there's the search button.
  3. this is dcs of course it would come with accompanying fm changes
  4. i agree with the concerns raised here. the current tints and reflections are not very convincing as they don't behave correctly according to the presence and absence of light. reflections remain strong even when there is no strong direct source of light, giving the impression of opaqueness. as earlier noted in another thread the sun bloom is just... all sorts of broken. on a tangent: we don't have true dynamic reflections on the cockpit glass, for understandable reasons. however anyone invested in dcs will be enjoying the 6dof movement, which makes the static nature of the reflections particularly jarring and noticeable as they do not shift correctly in response to changing viewing angles. this is a particularly glaring issue for the collimator reflection for example, and doubly so because one is always shifting around to look around the framing. i think the smart way to deal with this issue is to make reflections relatively subtle -- but of course, having the reflections fade and disappear correctly in shadows will go a long way towards achieving this effect. but in some cases, if a satisfactory reflection can't be painted, it might be better to just not have it altogether. i think belsimtek's treatment of cockpit internal reflections is pretty good; they're just enough to give you the impression of the cockpit interior, but not visible enough to make you start noticing the static nature of the reflection. lastly ive also never seen examples of purple tints on russian reflectors, so if any references can be shown id be curious. ps. thanks for attending to the cockpit-to-exterior transition, getting rid of that huge hole in front of the windscreen is great.
  5. considering the scope of the development commitment down the line it's a gd steal even at 80$
  6. if emotions were all that was needed we'd already have every airplane that has ever flown under the sun. but emotional appeals are meaningless in the face of monetary, legal, and human resource budgets. why dont you take a jaunt down to the modding section and take a look at the attempts made by people who believed they had what it took to build a dcs module.
  7. you're the one claiming a bug. submit proofs of your claim.
  8. just tested in sp rear quarter shot, worked fine for me
  9. me oh nooooooooo no iff!?!? how did i ever fly in coldwar servers...! :rolleyes: fc3 babies who got too lazy and comfortable with magic iff itt iff is a core avionic, but there are a bunch of other core avionics too, and not having it shouldnt be the end of the world. in fact, not having iff right now makes roe more realistic than anything, so maybe it's you guys who should rise up to the challenge for once.
  10. it'll also deny you precontact if your closure rate is too high as usual upload your track if you really want us to pin down what your problem is
  11. i think its negative training. people who are learning to juggle who are already dropping the ball won't be helped if you throw in yet another "goal" for them to worry about, especially not a trivial one like "how high" which is exactly what trying to define the size of the pattern constitutes. the foundations to a good landing has nothing to do with the size of the pattern. people break patterns because they're dropping the ball on basic component maneuvers. they're missing end speed or end altitude because they're simply_not_proficient so they're slow at responding to all the signs being constantly thrown at them. a redcarpet path here only adds to the number of stimuli that is already overwhelming the new pilot. it's not a "training wheel" because it does not offload any work. the only true solid way to help an overwhelmed player is to tell them to step back and work on refining fundamentals of disciplined flying outside of the carrier pattern. you need to be able to throw and catch one ball before you can juggle three.
  12. oh yeah maybe everyone should start posting their recruitment threads in their respective module forums :noexpression:
  13. proof?
  14. not sure why my clients not registering your track try using ctrl+enter to check for extraneous inputs
  15. you sound like you're starting from level flight and pulling upwards pedal turns are initiated from a downhill flightpath so that nosehigh attitude has you looking towards the horizon. you need to be in a noselow and slow state before you can start it, which is why in airshow demos the pirouette is set up from the top of a half loop. in a sense the pedal turn is a slow downhill snaproll that is pushed through by gravity
  16. first, save the track at the debrief screen after you end the mission then you can find it at [user folder]/saved games/dcs.openbeta/tracks you can just upload it here as an attachment
  17. why dont you upload a replay track so we can actually diagnose it instead of guessing in the dark else its like trying to ask a doctor why you feel bad through the phone like if you were actually able to point out the issue to us then you wouldnt be wondering why you have the issues you do in the first place
  18. the newer claws our lot20 comes with prevents you from entering falling leaf in the first place. i advise you immerse yourself in some better learning material than a tvshow tbh.
  19. the manual isn't some kind of wiki that is updated on the fly, expect information to be not completely up to date. for example, when they wrote the manual it's fairly obvious they werent expecting the aim-7 to make it into ea. i find it logical that something as complicated and relatively non-missioncritical as ecm would not take development priority over more core systems like radar, iff, and tgp that are already competing for development time.
  20. probad

    IFF?

    this is a sort of attitude that really irks me. better tools are better, but success starts with an attitude of being able to make the best out of anything you have. there are a lot of tools already at our disposal to deal with a lack of iff. if you choose not to take advantage of them the problem is yours and yours alone.
  21. hi op i watched your track. among the 3 types of beeping you hear, the most persistent one you're encountering is the stall warning because you're mangling your turns. of all the issues i saw the most root problem is that you are tunnelvisioning way too hard into everything you do. this is causing you to enter subsequent maneuvers under undersirable conditions, and your issues compound, leading to panic. you also have major issues with how you're coordinating your controls. you make a lot of needlessly excessive and contradictory inputs. on the first turn, you pull before you banked and wound up bungling your exit speed, which prompted crazy throttle inputs that set up your upwind leg for overspeed. you were way fast on your upwind leg, going some 230kt. instead of reducing throttle, you seemed completely focused on chasing the ebracket with your flight path indicator. that's not what flying by aoa means. so instead of interpreting the ebrackets position as telling you that you were too fast, you started climbing upwards... considering that you were already fast, adding altitude on top of speed is not helping the exercise of landing. all of this set you up for a really bad entry into your last turn. on the final turn, you needlessly pile on full throttle going in, and then try to compensate by pulling harder on the stick to induce more drag. you're not really flying at this point, which is why the fcs is yelling at you with the beeping. in the end, your "turn" is not so much a turn as you hatcheting sideways out of the air as you attempted to stand on your tail. i assume at the end you slap the water because the fcs gave up and took control out of your hands. summary of issues 1. tunnelvision 2. improper turn input coordination 3. incomplete understanding of aoa's role in flight i can't stress how important it is to be able to manage your throttle without having to think about it, because you cannot be lazy with your left hand. you also need to understand that you need to stay ahead of the airplane. corrective inputs need to issued before issues really develop, because acceleration in the air is slow and take time to kick in. you need to be in control, which means you fly the airplane so it shows you the result you desire (throttle down so the ebracket comes down to where you want it to be), instead of submissively chasing what the airplane is doing (chasing the ebracket up). which brings me to the final point... proficiency is key to mitigating tunnelvision. you may be trying to run before you can walk with the carrier pattern. loosen up the pattern to give yourself more room to get everything right, or work on disciplined flying outside of the pattern. ps. aerial refueling is solid for benchmarking your finesse over your throttle and your ability to recognize and anticipate what your airplane wants to do.
  22. if you want to add image inline this is how
  23. probad

    Iranian assets

    doesnt make sense to me to go to the effort to make skins that fit the very dated meshes when they are slated to be replaced.
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