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*Aquila*

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Everything posted by *Aquila*

  1. *Aquila*

    G limiter

    I have to add that high G turns are not the best tactics to take advantage of the F-14's agility. This !
  2. Here's how it should work: For now, as it's already been explained above, the Phoenix is active as soon as it leaves the rail.
  3. Damn. Fingers crossed, and best thoughts. Take care.
  4. Great news! Thanks again, thumbs up and keep up the great work! :thumbup:
  5. You get out of ACM modes the same way as you got in.
  6. Hey Isoko. I found your skins there https://www.digitalcombatsimulator.com/en/files/3306961/ Well, that's one of the most fantastic jobs I ever saw in any flight simulator those last 20 years. Stunning. I feel really bad telling you this: there's a little mistake on Gypsy 101: Cdr Ariza's first name is Russell, with two Ls ("Russel" on the skin), as you can see : Here http://clkrep.lacity.org/onlinedocs/2019/19-1048-s1_misc_2_10-25-19.pdf And here https://www.markstyling.com/f14_2.htm Great job anyway! :thumbup:
  7. Of F-14 [Pilot+RIO] vs Eurofighter [Pilot] :D
  8. I had exactly the same thoughts. Nope, he plays on the latest stable build, which is not very recent itself.
  9. Many of them are useless in DCS because many features are massively WIP.
  10. A quick video about using only the right throttle for AAR (here, the wings were kept in auto mode).
  11. Which is quite useful. And I use it as well as a tip which takes a few minutes to learn and makes the whole thing quite easy: once you stabilised yourself behind the tanker, ready for contact, only move the right throttle to refuel. It induces a bit of yaw but once you learned how to master it, AAR becomes a piece of cake with any twin engine fighter. Impossible, dude. Flaps only work with wings forward.
  12. Merci à vous pour vos retours encourageants :smilewink:
  13. The tanker doesn't change altitude. As said Larkis in the post just above, you do. I suggest you sweep the wings to the bombing position. This will force the F-14 in a higher AoA, thus turning its airframe into more of a giant airbrake, making thrust management way smoother. As well, it will keep the automatism from constantly changing the plane's aerodynamic configuration. When you're familiar with AAR, you'll chose a manual setting for the wings depending on the situation, tanker altitude and speed, as well as your own payload.
  14. There's also one essential thing to consider: the more you're at low speed and high AoA, the more evading any kind of missile is difficult and sometimes impossible, except throwing lots of flares in the air and praying the missile falls in love with one of them. The video you refer to was done assuming 400 - 450 KIAS, they call "typical ACM." With all due respect to the author, there are lots of situations in PvP as well as in PvE when a Fox-2 is shot while both protagonist fly way slower than that. Dogfights often end up low and slow. And the end is typically when one of the protagonists catches a Fox-2 solid lock while both pilots are struggling to keep their planes in flight at high AoA.
  15. Thanks Heatblur for that child’s dream become true. It’s been one of my most beautiful sim year!
  16. It just means PEGI 18. Nothing to worry about :D
  17. Salut ! J'ai fait ça, pour dégrossir la question du BFM avec le F-14, relever les erreurs les plus courantes et partager quelques tuyaux : Si vous la voulez en anglais avec l'accent fromage qui pue, j'ai ça en stock : En espérant que ça puisse aider.
  18. Same. Roll SAS off is relevant for combat and aerobatics because it doesn't handle high AoA very well. But in AAR, there's no high AoA.
  19. Thanks for your kind comment. Sorry for my English, it's a bit rusty. I'll do my best to enhance it. Yes, indeed! :)
  20. That one is by no means exhaustive but covers some aspects I think are important. Hope it helps, and feel free to give me your feedback.
  21. The buff vs nerf debate is a Fortnite thing, not a simulation one. I think many people here are mingling a couple things, like different development levels cohabiting in the same soft. Some missiles are bugged due to being the first ones to be re-developed via the new API. Some badly need to get their old flight model and guidance laws updated. There's also something currently going on with chaff, which behave on EM missiles like flares on IR ones. And guys come in with conspiracy theories. Business as usual. I don't say the situation is cool. It's a mess. I just say that conspiracy theories are the choice of ease, and those who use DCS World since its release like I do have all the elements to know what I mean. Maybe redfor missiles would get updated first if we had a couple commercial hardcore modules of redfor aircraft (which I badly miss!). Just an educated guess.
  22. I'll try to find time to make a tutorial in English, which is not my native language. Anyway, here's a simple video I made from a BFM gunzo against an AI F-16C. On that one, most of the time, speed is quite high and AoA quite low, which is not always the case and also depends on the AI's behavior at the moment. I never use landing flaps in combat, and let the CADC manage the wings. I just use maneuver flaps (with the DLC thumbwheel) before each of the the three gun bursts which conclude the fight. I think there is one important tip, whatever the fighter you're flying on: don't try to keep the bandit in your HUD. You'll waste your energy rather quickly. You'll only need him to spend one second in that HUD to get the kill. Be patient and build up that situation by flying your bird properly.
  23. Works pretty well here, I've just been using it a couple hours without any trouble.
  24. Most fighters won't need rudder input when initiating roll at low AoA. So you won't touch the rudder at all when initiating the roll. You'll use it if your bank angle makes the ball slip. At high AoA, you'll need the rudder to initiate the roll. So you'll use it whether the ball swings the opposite side or not (well, it will anyway). And once the turn engaged, you'll step on the ball.
  25. Not exactly. Yes. That's for the general theory. Fact is: some planes need more or less input, and most fighter planes don't need any at low AoA, except at very high bank angles. The initial lag of the ball due to inertia obviously doesn't occur on digital turn and slip indicators.
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