

The Legman
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Everything posted by The Legman
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I can't get this to work on the Mirage, and with other modules it works flawlessly. I know how to set up a JTAC been doing that forever to try bombing, but just in case, i tried following Chuck's to the letter, which is actually the same and my GBU-12s land where i put my marker (marked with the AG designation) and never "lock" on the JTAC laser which is on. I am aware that it might have some delay, etc etc but i don't manage to get it bombed. Not even putting it a bit before the target as this thread suggests. This is on 1.5.4.
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I have bought it. I am having a really hard time to fly it around. I have the warthog and thrustmaster pedals. I know it's sensitive but I've had to place y saturation in 50% and add curves and I still find myself losing the control so easily and I can handle the Huey rather well. I want to enjoy this airframe but I'm not a pilot and my experience with helicopters is very little. I can't seem to perform easy things as coordinated turns or so without ending losing all the control and the helo spinning around. Probably it's just me, but i am not a brain surgeon having to control the stick moving one millimeter to have a huge output seems excessive. It is realistic? Probably with the Gazelle collective and cyclic that question makes sense but we are using retail controls, I think it should be doable with a regular stick without having to be a real pilot. Probably a lot of issues arise from the lack of experience in helos but I don't see myself spending 1000€ on helicopter controls to be able to play. I love it and want to fly it but it's super frustrating. I will keep practicing though.
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Do you have the AA mode active? The Mirage is the aircraft with the best turning capabilities right now in DCS sounds like you had external tank or the AA switch in up position which dramatically decreases the G you can pull.
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Pull the joystick since you start the roll as if you were going to rotate. It is not realistic, but eases the load on the nose wheel and definitely helps a lot with this drifting.
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You can turn on the WOW switch for scrambling situations where you need to warm it up faster.
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Sure Zeus not specifically for you guys, but for the people that doesn't stop complaining because they want to be "better" in multiplayer. It is hard for a M2k to beat FC3 modules, but that doesn't mean that the plane has to be changed.
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Pick one: - Realism - Gameplay balance The second doesn't belong to a simulator.
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I love this server but I find the awacs to be too spammy. How can I fix it? Thanks
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 7
The Legman replied to gregzagk's topic in Multiplayer
Tried to play the other day on the blue side as Mirage and I was killed three times while I was starting up from ramp so I decided to give up. I know it's allowed in the rules but it's certainly frustrating so I gave up. -
No. It is the server. You are mixing up an A vs B of fighters putting together planes of all ages and types. It is not a surprise that fighters with better systems and weapons outgun you. What i don't like is that FC3 modules are mixed with study sim modules on servers but we will have to deal with it until we have a good bunch of study sims to make servers enjoyable. Until then, just ninja and take the chance of getting them by surprise or so. You will never win a spamraamer in BV. You should be the falcon, but here there are bigger birds, so hug the trees and ambush. Or go to servers with loadouts of the 80s, or other alternatives. Soon we will have the F5E, maybe the Viggen too, they will mix up together better. But it doesn't make any sense to try to find artificial balance if you want to be realistic. There is no balance in the real world. Planes were designed to be better than their counterparts or the previous generation. Missiles too.
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I was replying to the post before mine. And to sum up on this: pulling the stick on the takeoff roll helps a lot with the drift.
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Even if it is not right, pulling the stick slightly up during the entire takeoff roll makes it much better and doesn't drift that much.
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Pretty much sums up me browsing forum this past few days
The Legman replied to Rlaxoxo's topic in M-2000
The Super can be notched so easily and yes, the homing leaves much to be desired, mainly because it is so easy to lose a lock every now and then just turning slightly (not meaning a 90 degreee turn). Supposedly they are better heads-on. I have yet to see it. And the magics... Even a fart will distract them. -
Pretty much sums up me browsing forum this past few days
The Legman replied to Rlaxoxo's topic in M-2000
I wish the missiles weren't absolute garbage :( -
When I pitch down on landing i smash the plane into the ground. I flare gently, apply airbrakes and let it bleed speed and then i let it touch down at about 100kt to apply brakes. If the RWY is "short" or i landed a bit far, i apply the chute.
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Yes I know, it was at FL200
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There are several threads about this already, the aircraft steers to the left even with no wind and is much worse with heavy load. For now the solution is to apply rudder to correct it.
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When I introduce 454 kt on the editor (max speed for S3B) it begins at about 350 then slows down and keeps steady at 321kt without accelerating upon precontact.
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Same behavior. I set a huge square in way points each one fl200 and 300 kt. The tanker starts at 237kt and goes up to 270kt upon precontact. Maybe it's too slow for the drogue and it needs to speed up? I haven't found a way to keep his speed constant making air refueling really frustrating.
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Something looks odd with it certainly. I am usually conservative with fuel and find myself in bingo really soon.
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It gets much worse when the central tank is attached and even worse when the under wing tanks are as well. Something weird with the drag? I don't have rudder pedals at the moment I'm using an axis on my hotas and is really hard to take off sometimes.