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slug88

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Everything posted by slug88

  1. ? Works perfectly fine in my experience.
  2. Route and hover modes absolutely 100% work. I’ve flown a multi leg flight plan in route mode with my hands off the stick the entire time, just updating the course selector for each turn.
  3. They’ve stated it’s not in their current plans, but I bet it’ll come in a paid add on in some years a la BS3 or A-10CII.
  4. hornet radar is working absolutely beautifully this patch. Also, I’ve been maining the hornet for a couple years now, and I’ve never had trouble shooting down FC3 planes in PvP servers. Despite what a lot of people on here say, Hornet’s radar has only occasionally been truly broken; most of the time it just has minor quirks that need to be worked around, which is not a challenge if you understand how to use it well.
  5. In addition to everything that’s been said, telling your AI wingman to attack bandits or cover you will absolutely work. When I was practicing with that mission my wingman usually took out one bandit while I got the other one.
  6. Also, 3nm is not remotely “longish” range. You’d easily see a bandit launching an IR missile at you from that range.
  7. +1, from a fellow software engineer. Please don't stress; take your time, be happy, and deliver an awesome experience.
  8. Any time there's a difference between training missions and everything else, the likely culprit is that you have Game Mode enabled in settings. Training missions always disable Game Mode, but every other mission will respect that setting. So make sure that it's disabled in settings and you should be good to go.
  9. Position of the stick has no impact on your ability to trim.
  10. Just FYI, no plane in this game will ever be completely “finished” and bug-free. Even the decade old Ka-50 is still being patched every once in a while. This pretty much goes for any game or complex piece of software that’s ever existed. With all that said, the F/A-18 in its current state is easily one of the best modules in DCS, and holds its own against all adversaries in PvP multiplayer.
  11. Mouse is used very heavily in the F-18 through all phases of flight as significant functionality can not be accessed through the HOTAS. A-10 and F-16 are much better in this regard, you mostly just use the mouse during startup. Keyboard is really only used for typing in MP chat if you have your HOTAS sensibly bound.
  12. That has nothing to do with IFF interrogation.
  13. If you've locked a target you can interrogate it at any time via a Sensor Switch Depress; there's no need to move the TDC on the radar. Also, when you do hover the TDC over a radar contact for about .5s and LTWS is enabled, the contact is automatically interrogated. I'm guessing that's why your STT/LTWS locks are already interrogated.
  14. IME twist sticks and throttle rockers actually beat lower-end rudder pedals (think Logitec G PRO Flights) for accuracy and ease of use. I had no problems flying helis with a twist stick.
  15. Reverting things and releasing new builds will just take time away from actually fixing bugs and progressing the game. I'd rather they not waste their time and just fix the actual issue.
  16. I used to have similar problems until I completely removed deadzone and curvature on my pedals.
  17. Yes but Lex is talking about real life, we're talking about the idealized world of a video game that simulates newtonian physics :)
  18. Actually, you can change my statement to read "any amount of deflection". If the front wheel is skidding and there is any amount of rudder input, you're gonna get asymmetric drag and the nose will turn. The effect is most pronounced when the deflection is exactly 90 degrees in either direction.
  19. Theorize all you want, but this behavior is explained by basic highschool-level physics. *When the wheel is skidding, it's creating drag. *When the wheel is in full deflection, that drag is off to one side of the nose. *This will cause the nose to turn in the direction with more drag. Do you disagree with any of those statements?
  20. Once again, this is the explanation: https://forums.eagle.ru/showpost.php?p=4046610&postcount=26 In other words: when the nosewheel is in full deflection and skidding, there is an asymmetric braking force. This asymmetry causes the aircraft to turn. Due to the geometry of the landing gear, the asymmetry always pushes in the opposite direction of the commanded rudder input. The in-game behavior seems realistic and I'm sure the real aircraft would behave the same.
  21. The reason it stops itself is because when the nosewheel is slipping it's acting as a giant brake. So the fact that the aircraft stops on its own in this situation isn't saying much.
  22. I don't see any evidence that that is the issue. The actual situation was already perfectly explained by Deano: https://forums.eagle.ru/showpost.php?p=4046610&postcount=26 I think Stubbie's issue is (as many people have been trying to point out) that he's putting the nosewheel into full deflection too rapidly. If you steadily and smoothly go into full deflection (while maintaining a quite low speed), the nosewheel will not slip.
  23. No problems here; LTWS, ACM modes, MSI, SA, IFF all working well in SP and MP.
  24. The RWR doesn't give you "launch" warnings per se, it can only alert you to various radar emissions that it picks up. It has no way of knowing when a missile has been launched, but it will tell you when you're being painted by a radar in missile-guidance mode. In other words, it will alert you when a semi-active radar homing missile is being guided to you, or when an active radar missile has started guiding itself to you. So with all that said, the M2K probably got you with an IR missile, which does not use radar guidance. And the SA-19 is optically guided, so again no radar guidance involved and no RWR alert.
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