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PawlaczGMD

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Everything posted by PawlaczGMD

  1. Honestly the AI is not too bad ATM. Main issue is the low efficacy of CAS flights, but otherwise they're doing their jobs.
  2. Enter the MGRS coordinates, it's easier. In HSI , select precise coordinates select waypoint in HSI -> UFC -> grid -> use TDC to select grid KM -> enter the 10 digit number into UFC and enter. Also enter elevation.
  3. BTW you should try this mission: https://forum.dcs.world/topic/189005-banklers-case-1-recovery-trainer/
  4. Some feedback after flying around 10 missions. Firstly, I am positively surprised that the campaign of this type works as well as it does. I would say that things works for the most part, but I still have a few hangups. Firstly, the liberation of areas / performance of my CAS flights is a little weak. After around 10 missions, I only liberated 2/8 areas, and I almost always assign at least 2 CAS flights (2 x JDAM, Cluster JSOW, Maverick, TGP, fuel), I almost always do my strike target, and then I kill multiple ground targets, usually getting around 70-90 score. The CAP is doing an excellent job. Therefore, my liberation progress seems really slow, given that I'm basically doing everything right almost all of the time? I think the CAS flights are not doing much, they should be killing 5-6 vehicles per jet with that loadout. The metrics of how progress works, what morale is are not really explained. Another issue is that advice after the mission often doesn't match reality at all. For example, they might recommend 3x CAP, and only 2 enemy fighters show up, which 1x CAP would manage. The SAM threats are also weird, they rarely consist of radar guided ones, most of them are just IR launchers scattered in random places, that can be safely ignored if you fly at 12k ft. I'm never sure if it's worth it to assign SEAD. The campaign also starts feeling a bit stale after 10 missions, most of them play the same, drop ordnance on strike target, and help out with CAS in the city. The threat level seems really low. It would be good to add in some scripted missions like the intercept. The comms also don't always work. A few times I couldn't contact the JTAC, and my wingman often ignores orders to RTB or go to tanker, which I want to send so he doesn't run out of fuel and die. Once I had to change to the alternative comms channels, but the carrier didn't change their freq.
  5. Nevermind, it just started working the last 2 missions...
  6. According to documentation he's supposed to be on 305 MHz, which is channel 1 on main? But I didn't get any reply in multiple missions. I can contact my wingman on this freq.
  7. Also true, I sometimes ignore WO and land ok, but it is usually caused by me making serious mistakes, so it might be realistic. Getting OK consistently is REALLY difficult.
  8. The reason to worry about this state of F-16 leaving EA is that critical functions are missing, and ED will no longer be obligated to work on them. I believe they will put some effort into the F-16 after EA, but that's a different game. Who knows how many years it will take to fix the outstanding functions, and you can always tell us they are in progress. And if they never materialize, then ED did nothing wrong because the module is "complete", we should just be happy with what is given as "charity".
  9. Initially on the crotch, then it drifts down as you keep correct descent rate of around 700 fpm. You should be stabilized by the time the meatball disappears. If you land in the wires and don't catch any, then your AOA must be wrong. I've never not caught the wires when on AOA, unless I'm to shallow and the burble rocks the jet in pitch. I definitely agree with you that the lighting system for the meatball is lacking, and you need the overlay to see anything. But for me, the overlay stays up until just before touchdown and is sufficient.
  10. Sorry but you are mostly wrong. FCS doesn't do that, nose goes up because you deploy flaps too early and/or didn't trim out for the speed. You can get on speed without changing altitude much. 150 kts is too fast for normal landing weight. Bow break is a level turn at approx. 3.5 G, coming down to 2.5G. As much bank as you need to keep level, drag the velocity vector across the horizon. Base turn is around 30 degrees bank. You are getting low grade probably because you're not flying the right profile at the right distance behind the ship. In the Case I training mission, I think there is a kneeboard page that shows your approach on a chart? Place the velocity vector on the ship crotch usually, not on 4 wire, this means you are not on glide slope. 135 kts is too slow so it's normal that you sink? I think 145 kts is about right, but I just look at AOA. Again, FCS doesn't change trim to mess with you. Don't drop flaps too early to avoid nose rise. Then set the correct AOA and don't use any pitch, throttle only to control rate of descent. If you're banked, you need to increase speed to keep rate of descent, because the lift vector is no longer vertical. It just seems like you need a lot more practice... OK grade is flying an almost perfect approach, not just slamming the plane somewhere in the wires.
  11. This is not really what you're asking for, but I've found the Mirage quite effective in BFM on ECW, even though I haven't flown it too much yet. Some tips: Stay fast, this is your main advantage. Most opponents will not be able to match your speed. I recommend boom and zoom from above as your go-to strategy. Find a target and descend on it in lead pursuit, then either take a guns snapshot and go back up, or try to maneuver for a missile shot. You can kind of turn with most opponents if you're fast, but try to stay at least at 400 kts. Otherwise, build speed and use the vertical. Don't pull the AOA meter into red unless you're going for a kill. You have pretty good missiles, good guns + radar gunsight that actually works, and a lot of fuel, use it.
  12. It is there, it should appear when you actually see the ball.
  13. happened for me in Mission 1 ...
  14. Looking at this Case I track, you are not flying the pattern correctly. You overfly the carrier at 250 kts and 600 ft, it should be 350 kts and 800 feet. Therefore, you end up too close to the carrier on downwind, you were 1 nm, should be 1.3-1.5 nm. This causes you to need to overbank and you just end up in the wrong place for landing, you were low and didn't have time to line it up. And bad comms is because you didn't call the ball. There is a key binding for it.
  15. I love the module, but there are just 2 visual things that bug me: - The texture of the shroud around the cockpit, that is the surface to the left and down of the HUD, has a terrible shimmer in VR. It's not my settings, it's the only surface in the game that looks like that. - The textures on the stick are kinda low res, especially under the flip-up trigger, I can count the pixels there. This might seem minor but the stick is in the center of your screen, so you see it a lot. Would be nice to improve this a bit if possible.
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  16. I got voice lines that Sledge will fuel up, but 1 and 2 just went off into the distance without doing it, and 3 stayed in formation with the tanker forever. I fueled up myself and moved on, but the mission triggers were messed up after this. Obviously 3 didn't drop his payload, and later on the Flight of Mig-23 was not intercepted. I killed one of them when they got close, and the other flight claimed it in a voice line, so I imagine they were supposed to kill them. No further comms after that, and landing on the carrier didn't end the mission with a success.
  17. That would indeed be helpful I knew about it, but I could swear this used to work differently, did they change it? Because I think it still boresighted the reticle when looking at the HUD. I have tried it today and it works well, thanks.
  18. This might depend on your graphics settings, but you have many other tools to line you up. If you use proper comms, LSO will tell you to line up left/right. The red/green light below the ramp indicates if you're lined up. Switch on ILS and it will also tell you this. You should also know the runway heading, it is BRC - 10 degrees. Use the zoom function to overcome rendering distance problems. I have it bound on HOTAS.
  19. With many targets in BFM, especially mixture of enemy and friendly, I struggle to pick out my intended target for a radar lock. Selecting A/A GUNS starts the acquisition in a wide boresight. This often locks up random targets in front of me. I have the HMS on, and press sensor control up to enter the narrow helmet acquisition, but by that time the plane has often locked up another target within boresight. Then when I unlock it with NWS, it momentarily reverts to wide boresight and locks random stuff again before I manage to go into narrow HMS. Is there a good workflow/switchology to lock up an off-boresight target with the HMS with other random targets that you don't want to lock in your boresight? PS - it really seems like the HMS sight should not be blinked out/boresighted when you look at the HUD. A separate issue, but this makes it impossible to discriminately lock targets in front of you. Hard to believe this is how it would work IRL.
  20. Only the Mig-19 is a RB cold war plane, and it barely gets any use on the server anyway. It is also complete and simple enough that it's likely to keep working. I wouldn't be too afraid about cold war. Worst case we don't get the Flogger.
  21. I was successful in hitting it a few days ago.
  22. It's really only RB modules that are at risk. Let's not get too hysterical.
  23. I have discovered that the burble can be greatly reduced by coming in on glideslope. Before, I was usually too low, and you feel the burble more intensely if you pass that low over the ramp, which probably makes sense aerodynamically. If you come in correctly it is not much of an issue, and can be ignored in practice.
  24. So it seems that the Moza base is compatible with TM sticks. Does anyone know if it means it also works with WW? I would order it, but I don't want their stick, I like the WW one.
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