Foogle 发布的所有帖子
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Overhead breaks are almost always faster and safer, so you're not wrong in wanting to do them.
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Link 17 is the name that the PAF uses when referring to their indigenous datalink, so I don't know what you mean by it "not being a thing"
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Yes, as they said above, ED currently restricts locking to below search detection range. They're supposed to release a white paper on why they think that way at some point, but ED isn't known to be quick, so we'll have to wait until we get it.
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A contrast lock should not require a laser return, if it did, then mavericks & walleyes wouldn't work. Force correlation and contrast locking were a solved problem by the late 1970s. As for A2A, the pod should not follow the individual returns, it should follow the track created by the computer. What a stupid idea, to spend all this time and effort to compute a predictive firing solution then only use the raw data for your other systems. It literally doesn't make sense. And as for the jumping on the ground, even if you do not have a laser lock, the 2hz update without any acceleration or deceleration that instantly snaps the pod around is not correct, unless the motors have infinite torque, but I'm going to assume that's not currently the case. There should be *some* smoothing simply because mechanically the pod has to slew to the point.
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The only thing that I can't accept is the constant snapping, where it drifts and then instantly snaps back, or the way it tracks A2A targets by snapping to a point, then when it updates it snaps to a new point; when it should follow the track of the target and actually attempt to smooth the movement.
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No they didn't, it's an automatic system that throttles back the engine to prevent stalling. The engine is not stalling every time you shoot a missile.
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You have to either modify your base liveries, or add new ones. @Kerbo 416 made a skin with the blue painted missile, you could probably pull the files from it and swap them onto your preferred skin, just remember to change the description.lua to reflect the missile skins. https://www.digitalcombatsimulator.com/en/files/3319796/
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Yes, you can reskin both the SD-10/LD-10 and the PL-5. I haven't found a way to reskin the SD & LD separately, as the skin applies to all PL-12 based missiles for the livery.
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I don't think we're talking about the same bombs, the LS-6 family don't drop submunitions. Here are pics of the 100kg & 50kg variants.
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I'll take the lighter & less draggy munitions for longer missions. Laser designation will be nice for the more erratic targets too.
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Patch noted from today: Adjusted: LS6-500 code in SMS changed to 650 (by following IRL rule for rocket/bomb codes). Prepared for LS6-250 (625) and LS6-100 (610) Here's hoping we get our small calibre LJDAMs
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Check out the weapons training campaign by Carsten, it's not official, but it's pretty good
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It's easy to think you are just selecting weapons, but you aren't, you're selecting a profile; there are 6 air to ground profiles, you need to cycle all the way back around before you see the changes.
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You have to wait for the pipper to start moving up in the hud, that's the cue that it's in range. It's a low velocity 23mm gun, don't expect amazing range out of it.
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Panthir was an actual F1 pilot, if his 1500 hours of experience say that it shouldn't flame out, then it shouldn't. Unless you have experience flying the F1?
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The JK200 is a fictional item (it says in your picture), but the TK500 is completely real and I'd love to have it.
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Just like the ASP on the Hind. It's not super accurate in practice, but it gets you close and you can adjust from there.
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Yeah, that's why it's in the wish list sub-forum. I'm fully aware that it's not going to happen any time soon, but I wanted to point it out so Aerges sees that the option has been requested.
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Pull it up in the mission editor and see if it has the pod or the refueling AI task? The EQ is already in game as an AI asset, it's not hard to check this stuff for yourself. Also you should read the post before talking, I'm specifically asking for the AI variant to be able to act as a tanker; not for us to get a full fidelity EQ.
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Having the armaments panel buttons broken out into separate on & off bindings is very odd. Can we get them combined into a single binding? We can click on them and they act correctly, but the less I touch my mouse the better.
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That's definitely not what OP and I are seeing, the sight remains uncaged and gyros around like the A2A modes.
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