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Ignition

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Everything posted by Ignition

  1. Sometimes I use the boresight mode with the Aim 7 instead of STT, unless there are friendlies close to the target. Also, an STT AIM 7 is safer than an AIM 9 in close range if there are friendlies nearby.
  2. This is for the block 1 or 2? From what I read the block 1 doesn't have datalink? :(
  3. If the conditions are the same for all the missiles then its possible to do. We all know that aspect, altitude and speed of launch are important and we all also know that the aspect change during the missiles flight. If we take the same initial parameters for each missile then its very possible to make a comparison for each one.
  4. Yes, agree I know how it works. Still, jester could say the target ahead (the only one) is not friendly. Or the one on the left/right is not friendly. He refuses to id the target and if you don't have an awacs you can confuse the target with an enemy pretty easily with the untrusty rwr. The only option is to STT and hope to see it visually on the VDI when its too close or keep waiting for that iff if ever comes. :mad:
  5. Most of the time I try STT when jester refuses to IFF, but still it takes about 7-10 seconds to identify, plus the STT is prone to break lock very often and you dont have so much time in close range.
  6. Why jester takes so much time to identify contacts in TWS? Sometimes it never IFF and I killed friendlies because I thought they were enemies, they were aligned in the rwr with an enemy radar.
  7. Exactly, for them is black or white. They think they are flying the real F-14 when in reality they're playing a game. But hey, they have "skill", a "skill" that in the real plane you don't need.
  8. Is it possible to lase specific coordinates? HOW? What I did was to put an infantry very close to the building and then used CTLD to lase that unit. Not nice but a fast solucion. I was using a ground unit to lase though. Try with the predator at 10000 agl and exelent skill, force it to lase that specific unit. It should work. The mission editor is so prehistoric.
  9. I've limited the Y axis on pitch to help the pull up on high speeds but it makes the low speeds turn worst. We need a dynamic Y axis which allow to break the plane at high g if you wish but help to control the plane at high speed.
  10. Im not talking about ffb, just a dinamic Y axis for the pitch which would be a way for the pilot knowing how much Gs the plane has. At the time the the pilot feedback for Gs are not simulated and this is wrong. This plane simulates the issues of over stressing the airframe, so if you decide to do this you also need to "simulate" the features that real life pilots have to not die by pulling g. Is really stupid that the most difficult task in the DCS F-14 is not breaking it by over g. I dont break it but when I'm fighting an enemy I'm more concerned about not over g than anything else. It should be possible to break the plane of course but it should be way more difficult than atm.
  11. 11.3.3 Maneuvering Stick Force.Maneuvering stick force or stick force per g of the aircraft ispredictable throughout most of the flight envelope. That is, an increase in force commands a correspondingincrease in g (approximately 4 pounds per g). 7 Gs would be 14kg of extra force on the stick Even the F4 had pressure on the stick for Gs. Also the pilots feel the Gs but in the simulator you don't get this feedback. This plane needs a dinamic axis control for the pitch.
  12. G-feedback is very bad implemented. It doesn't have stick force implemented and the Gs feedback for the pilot is really bad since the breath is the same from 2.5 Gs to 10+ You can go from 1 to 10+ Gs like nothing, like if the pilot were a terminator.
  13. The maps in DCS are very small, they should be at least 2 times bigger. I dont think a "world map" would be the best option. If we could have a cluster of maps linked togheter it would be nice. Imagine if we could fly from west of Turkey taking off from a carrier, then go east, then north to Georgia, Ukraine, Russia; or south to Syria, Iraq, Iran to the Persian Gulf. We could do ferry missions for starting campaigns, or even a change in theater during the campaign.
  14. I didn't try them yet. Did you drop them perpendicular to the target or in front or from the back? If the target didn't move very fast they sould have a good accuracy. The wind needs to be considered.
  15. The GBU-12 is a 500lb bomb with Paveway II The GBU-24 is a 2000lb bomb with Paveway III
  16. When the AIM-54 goes active it loses 1/3 of its speed since it turns like a gbu-12 trying to follow the laser. The missile lose the speed advantage.
  17. If I'm not mistaken GBU24 is Paveway III. That may be the problem, still not modeled in game.
  18. eh? with the air conditioning and "hear like in cockpit" its impossible to hear exterior wind speed. Maybe you fly without these features? Looking at the speed gauge is mandatory.
  19. I like the textures of the cockpit but they should be readable. I very much doubt IRL a plane in that condition its approved for combat. It rather looks like for a museum.
  20. I don't know if its possible in the game, but if we had a dinamic curve for the joystick axis (afected by speed) it would be more realistic without the need to buy fancy stuff like a special chair and force feedback.
  21. Its in the RIO cockpit.
  22. In DCS is necessary to know the speed before a maneuver since you can over g the plane really easily, the DCS F-14 gives a real bad feedback about this.
  23. I could lock a target at 25nm, I don't remember if it was a fighter or the tanker. I guess it should still be limited to 15nm.
  24. Aspect and VC switches are also reversed.
  25. Yeah, Jester freaks out by missiles fire by own side and friendly locks. Its really annoying specially because the rwr spikes every time by every single radar on the map including friendlies.
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