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WindyTX

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Everything posted by WindyTX

  1. Hmm ok I missed that but still a bit odd as I thought they were able to jump into the back seat and it would have been nice to see it once in the first Livestream. Sent from my ONEPLUS A6013 using Tapatalk
  2. Watched your stream guys great job reading some other posts glad I missed the Chat as I was watching on a TV. I've seen a OP Sqn pilot unable to refuel before a Red Flag mission and have to take whatever gas he had left into the mission, AAR is very different with the pressure on and everyone watching. My only concern was I spent the whole stream hoping to see the back Cockpit but it was a no show, would you be able to comment.
  3. +1 Update today performance is worse by far of any Aircraft Unflyable with a 2080TI in VR
  4. +1. Landed after taking fire with minimal hydraulics no gear . Repaired twice but the gear would not go down so it just crashed to the ground on repair completion. Sent from my ONEPLUS A6013 using Tapatalk
  5. I have 3 VKB gunfighter Pro stick tops don't ask !!!! But it would be an instant purchase for me for the F14. Sent from my ONEPLUS A6013 using Tapatalk
  6. +1 Sent from my ONEPLUS A6013 using Tapatalk
  7. Fwiw in fighters because you are normally a pair you descend with some throttle so the wingman has some throttle to play with. Twice the altitude usually works for a pair and then adjust for runway alignment. -5 for opposite direction descent etc. Sent from my Moto Z (2) using Tapatalk
  8. Sorry but in reality the NVG's for pilots are set so that you can read everything under them. While the HUD was the primary flight instrument we would always set the green lights so you could read all the instruments plus you need to see the radar display . This problem has been reported repeatedly but I guess because the fov in VR is different from " screen play" it appears to be difficult for ED to fix. Sent from my Moto Z (2) using Tapatalk
  9. Yep they should have small lights all around the outside edge of the bed and basket , I reported it a couple of years ago but guess it's just too tricky to implement Sent from my Moto Z (2) using Tapatalk
  10. +1 Really just play in game mode if you really want this available. If you use the switch it would be good if on landing the aircraft slowly disintegrated around you as just wrecked it anyway and then whoever got you to overstress got the kill[emoji3][emoji3] Sent from my Moto Z (2) using Tapatalk
  11. Put bluntly don't lol. All you can then do is eject. Sent from my Moto Z (2) using Tapatalk
  12. In general 2 engine aircraft don't have a flameout pattern. Chances of losing both and the aircraft still be flyable are negligible. Sent from my Moto Z (2) using Tapatalk
  13. Squirrel is absolutely correct the F18c is a single circle fighter it's abilities are in the slow flight. Corner speed is almost irelavant if you are going against a fighter that will out rate you. You are looking for min radius just make sure you are the last to turn as the last guy to turn decides the fight, just make sure it single circle!! Sent from my Moto Z (2) using Tapatalk
  14. Nice video very clear, don't look at the basket [emoji106][emoji106]. In reality you don't turn the radar off until you are closing visually ( less than 1000yds, it's no problem until you are within 200yds or less ). It makes the rejoin a lot easier as it gives you all the information you need about the tanker. While you can talk to the tanker in some circumstances often it's silent and you don't know exactly where the track ends. Sent from my Moto Z (2) using Tapatalk
  15. In reality the amount of shear in DCS is quite unusual and while the turbulence can feel about right the automatic doubling of the wind at 1500ft is not especially when the wind is strong 35kts at 1000ft to 25kts on the ground would be more appropriate. So normally your drift angle will be much more stable from 500ft to the ground which make it easier to set the aircraft drift and land on the threshold. Sent from my Moto Z (2) using Tapatalk
  16. Nice ship Break. The land one in DCS is tricky cos DCS adds a load of shear to the wind, way more than is normal IRL, That's why your drift angle on final needs constant adjustment, makes strong crosswinds harder than it should be. Sent from my Moto Z (2) using Tapatalk
  17. For the OP if you are still reading this at an military base it really depends on local procedures. In the Falklands the run in and break is done at 250ft and as fast as you like as long as you don't drop a boom. It's a climbing turn to 1000ft which helps reduce the energy so you can make the turn onto final. The only caveat is don't mess up. I use the example just to say you are overthinking it for DCS. Unlike a Case 1 you are gonna put it down on a piece of concrete so you can be a lot more flexible. If you break from.low and climb you lose energy which makes the whole process faster as it means you can arrive in the pattern faster. It takes more practice to do it right but gets you down on the deck quicker. The ideal break gets you on the ground as quickly as possible and if you have all your ducks in a row you roll out of the final turn at 50ft and touchdown. Yes Nellis is boring 1500ft break height at 350 kts. At RAF stations in the UK it was normally 500ft and 450kts. DCS I like to break from about 50ft and 600kts ish climbing to 1000ft downwind. Hey it's a Sim and you won't end up in front of the Station Commander so have fun with it. Sent from my Moto Z (2) using Tapatalk
  18. It's a pulse Doppler radar so it needs a VC, a target at 90 aspect has no closure and is in the radars notch, doesn't matter how big his rcs is if he is in the notch. That may explain it tho the F14 radar has displayed some weird behavior. Sent from my Moto Z (2) using Tapatalk
  19. Normally ground effect will give you more lift so may be a bug. Sent from my Moto Z (2) using Tapatalk
  20. Beyond Visual Range literally means you can shoot BVR, as I kind of alluded to but it will not hit until after you are visual with a target. As the previous post says the range of a missile is highly dependant on the velocity of closure and your constantly turning targets make life harder for the missile. I guess active missiles are truly BVR in as much as once active you can turn cold and so the Target may never be within visual range. DCS missile mechanics has recently improved and the latest updates have made them significantly better. I have actually had a 7MH hit from 27nm and a 120C hit from 33nm against a non manouvering target. I shot from 30k at 0.9 this is way better than it used to be. The Target was on a 180 aspect also high and fast , practically the best shot I could take ( except maybe going 1.4). Sent from my Moto Z (2) using Tapatalk
  21. Actually those figures all sound about right. While a sparrow is a bvr missile when you shoot at timeout you should be well within visual range. They are from an era when A2A was always fun ( while training) cos you always got to see your target and often ended up in a visual merge. Sent from my Moto Z (2) using Tapatalk
  22. It was really in response to it shutting down being definitely not right, but you are absolutely correct why would DCS do that. Sent from my Moto Z (2) using Tapatalk
  23. Yep if you hit off center it does guide the probe in but you can't be too far off or it will twist the basket. Also IRL if you are well off center and catch at the wrong angle you can actually put the probe through the side of the basket and mess up the basket. I did it once unfortunately. Sent from my Moto Z (2) using Tapatalk
  24. I will chime in with a bit of experience 10 years of probe and drogue on the Tornado and fair bit of time in DCS. Depending on you stick and throttle setup it can be a lot harder in DCS than in real life. I have 2 rigs one when I am on the road with and one setup at home. At home it's easy on the road it's distinctly trickier. Overall I found it easier in real life, when you talk about basket mechanics and the Aircrafts effect it, yep it moves a bit but it was never a big deal and would hardly be worth the effort to simulate. There are a couple of things I would change in DCS. The first is the pre contact position which is behind the basket which is impossible to do if the tanker doesn't trail the hose when you ask to tank. 2nd is and this one is a stretch but if I need to hit the Tanker cos I am low on gas it would be great if I could get the Tanker to turn towards me. Anyway while there are a few glitches in our current tanking in DCS like connecting when you drift backwards it is quite a fun simulation and if you can fly close formation then you can tank. Sent from my Moto Z (2) using Tapatalk
  25. So to be correct we want no patches at all because on operations you don't wear patches hence all the Velcro. Sent from my Moto Z (2) using Tapatalk
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