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Mortisrose

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Everything posted by Mortisrose

  1. From a multiplayer environment in 2016
  2. The chart I posted was from 2018. The thin red and purple lines are showing kinetic energy (I suppose in kilojoules) with GAR-8 reaching 24969, R-3S at 15892. I have several old Tacview files from 2016 multiplayer sessions I could show graphs from.
  3. Another player in the Viggen said he was able to contact ground crew but couldn't hear AWACS.
  4. I updated my mod to pass integrity check: https://www.digitalcombatsimulator.com/en/files/3300873/?sphrase_id=13184485
  5. I updated my canopy mod to pass integrity check with latest beta patch.
  6. I flew level at 1000m and 800 kph tas and these were the results. Apparently the R3S and the R-13M1 perform about the same and the GAR-8 outperforms both. R3R has somewhat less performance than R3S. Reviewing my old Tacview files the decrease in performance occurred sometime in August of 2016, before the R-13M1, R3R could accelerate to ~Mach 2.3
  7. The result after I blurred and faded out the reflections:
  8. Just an idea, maybe rotate two missions one with WWII assets and one without.
  9. I've had some success dogfighting against 4th gen. in multiplayer, but you will get shot down a lot. The tactics I'm using is to stay low and fast near mountains and valleys, stay above 900 and below 1300 kph indicated. If you get locked try to break lock using terrain masking and run back towards friendly airfield with AA coverage at max speed if you can't break the lock. When lock is broken I usually try to re-engage and gain offensive if the hostile is nearby. I carry 1-2 R3R missile and 2-3 R-60m's, any more than 4 missiles I find causes too much drag. R3R is quite effective in interceptions when the enemy is not paying attention to you, and can get the hostile going defensive when they do see you. I usually fire around 5km. It works well in head on attacks vs F5's and older aircraft but too risky to attack head on with anything newer. Close the distance more the lower you are before firing. Use the more realistic fixed pipper and just listen for r-60 tone. The fixed pipper helps when aiming with guns and less distracting. The guns are also very effective and accurate, great for snapshots. I have radar on and set to low altitude filter + low attitude tilt switch on and turn radar off when very low, being locked by enemy, or want to be sneaky. Use beam-mode if you can't get a lock up close in regular mode and want to fire an R3R. I bank side-to side and move in sinuous motions to help pick up contacts. Sometimes you can lure enemies to a more favorable location if they track you. Let the enemy fight your fight not his. If you have to pop flares in defense you are most likely already dead against newer gen fighters. Turn when necessary in the MiG but keep your speed up and use the vertical to sweep down on him especially if he is low on the deck, but don't overshoot or you will go defensive. Also, move the ARU switch near the throttle to manual and set to low speed, it will allow you to pull more G's in a turn if you absolutely have to turn hard. A MiG low on fuel can turn fairly good, but expect to run out of fuel and have to bail out. The MiG has a second afterburner that's quite useful for acceleration at higher speeds and but only below 4,000m. I find that the lack of fuel is the Achilles heal of the MiG and only use afterburners when taking off and in the fight and used 2nd burner only when absolutely necessary. Don't forget to jettison external tank when empty. Higher altitude (10,000+) the fuel economy is much better. Listen to AWACS, get on comms, try to fly with someone, look for ongoing dogfights , distracted opponents, and check your rear often. Situational awareness is key to survival. I have zoomed in mirror snap-views mapped to my joystick to easily check 6. I also recommend using one of the clear canopy mods before trying to fight anything if you don't have it already.
  10. Just updated my canopy mod: https://www.digitalcombatsimulator.com/en/files/3300873/
  11. Yeah I considered changing it. From what I've seen the sealant appears to be a putty like gasket with smooth edges (black or brown), so it may change to appear more like that in an update. I had no problem with integrity check in multiplayer.
  12. Cleared most of the haze and added subtle interior reflections: Mig21 Glass-Refl.rar
  13. Here's an early result with interior reflections.
  14. You're welcome! I made a few minor adjustments to the sealant around mirror so it looks more like original but darker, fixed sealant gaps in the rear of canopy, and cleaned glass slightly more. Pictures with mod off and on: Mig21Glass-Sight2.rar
  15. Words "Missing Texture" seen from top
  16. Outer wheel rim flickering
  17. Toggle switch tips and range needle dark in English cockpit, gap at the end of canopy glass, mismatch area on seat.
  18. Sure. Unpack in JSGME _mods folder, activate and it should work. Mig21Glass-Sight.rar
  19. Couple more images of my "fix" to the glass textures. The lens reflection now fades and appears depending on light angle. Reflections on canopy are less opaque. Will be interesting to see how the upcoming HUD adjustment look in the next patch compared to this.
  20. After a lot of trial and error I've adjusted the transparencies and reflections to be more subtle and came up with this: Reflections were reduced by 50%, canopy glass cleaned some, Violet haze toned down on reflector, and I adjusted the goop around mirror.
  21. Thanks. I think that hole is intentional. That reminds me, there are two small flickering areas in the cockpit: The upper portion of the notch inside of canopy latch, and screw beside RSBN list.
  22. Canopy looks better now with less black smudges (thanks for cleaning that up) but there a large strange looking smudge around corner of mirror.
  23. The black smudges are really distracting when flying. And with the new rain effects you think it be a bit more clean. +1 for optional clean canopy
  24. Currently MiG 21's are only airstart, can some be moved to ramp start?
  25. This mod's interior sound no longer works with latest beta without modifying a different sound file. The MiG now uses Gsh301in.wav under CoreMods\aircraft\ChinaAssetPack\Sounds\Effects\Weapons\Automatic. Mod still works as is for exterior gun sound.
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