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Vatikus

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Everything posted by Vatikus

  1. 1x F14: Name: <64C>NoWheels Squadron (if any): 64th Aggressors Country: USA Role: Aircrew Name: <64C>Vati Squadron (if any): 64th Aggressors Country: Slovenia Role: Aircrew
  2. After you done with mission, simply click "save track" (save it somewhere you will find it) in debriefing screen and upload that file to the forum.
  3. bump.. this needs fixing aspect.zip
  4. track: sam-tws.trk
  5. track: tws-ab.trk
  6. Azumuth and bar selection works incorrectly in TWS While in TWS mode, pressing either OBS17 or 18 should change both settings as they are fixed pair: 60/2, 25/3, 10/4. Also, when we have TOI as is now, no A/B setting can be changed - it stays locked to 25/3. This should not be the case, 10/4 should be available as well.
  7. Currently if you enter from SAM to TWS the bugged target does not translate to TWS.. it actually drops from system target list. The other way around, TWS to SAM does translate correctly, the target stays bugged.
  8. Vatikus

    TWS accuracy

    While I understand the current TWS is still WIP, I would just like to express wish that its implementation would carry the downsides vs STT and SAM spotlighting a bit better... The motive is that DCS M2K new radar implementation showed it is possible.. So... it would been nice that designator box and overall position accuracy would reflect the energy and resolution difference vs STT for example. This means that especially altitude information would reflect the wider radar beam and no monopulse processing which cannot pinpoint target inside the beam and place designator box dead on center around the track. Thus the further away the target is the more error it should have.
  9. +1 .. this is new w/ this update
  10. Set SetKBRate higher... I have seen you are using TEMPO command and 32ms pulse is too short for DCS to register keystroke. I am using 200ms and I do not have problems anymore.
  11. +1 this feature has been broken for far too long already. Two flys in one.
  12. What I wanted to point out is that if ED re-adjusts some values per request or whatever is the reason, if these are not synced across the modules, one ends with totally skewed relative performance. I.e. if thrust is altered in one and not the other you end in situation that does not reflect reality at all and end result can be even worse than some fsims that do not advertise themself to be as realsims because while numbers are off there, they still achive proper relative difference which is present in real life.
  13. Ok that is fine as long as relative performance between the planes is preserved. If it is not, then it is pointless to have these modules at first place. (and we have seen that f18 vs f16 currently are not in such sync)
  14. That would been nice indeed... like some mechanical "thumb" sound as throttle reaches full MIL at which time it hits the AB detent.
  15. A active, yes F time of flight E kinematical evasion N notch
  16. I worked with radars in real life with MTI/TWS and I know quite well how things work.
  17. What I meant was that DCS' TWS in current form is overall too good - especially with maneuvering targets and ecm. And of course, it is then logical step that some people are wondering why not have SAHR compatible with it as it is so good. Fact is STT is used in real life more than it is usually percived in time when we have ARH & TWS...
  18. Real life TWS is a far cry from games like DCS and that is the reason that most of the times one uses STT for ARH missiles as well. Once contacts are sorted, flight goes to STT as it is the only way to have highest quality tracking. Of course the newest AESA radars can do "stt in multi target" situation, but that is beyond the scope of DCS' radar generations.
  19. This principle is nicely illustrated in the following video (~5:40)...
  20. My squad noticed that aim54 ghosts stay on the map forever when using f6 view. The missile is not visible, however f6 will still track it... so server can end up with quite a list of ghosts when cycling thru with f6.
  21. Not really. Please look at the video mvsgas had posted where the pilot is explaining what he is doing. He is using his left hand to help with pulling and keeping stick in the desired max deflection. Real control stick has much greater force needed than what we use in games (most joystick have max force what is the breakout force in a real plane :) ) and to go beyond the soft stop it requires excees of 10kgf.
  22. to add what has already been written regarding advantage of center stick.. there is also this:
  23. It would help at plane state feedback to have more pronounced airflow sound around the canopy for G/AoA/Beta Example:
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