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Everything posted by philstyle
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HERE is one substantive difference between the two modes and how they apply to the RB75. ANF mode allows you to see a target-waypoint marker ** on your HUD, provided the weapon trigger is safe. In NAV mode, you will not get this target marker. You can fire the weapon in eiher NAV mode, or ANF mode. The EP13 will turn itself on when you go from "SAFE" to "UNSAFE" in either mode. Here's how I decide whihc to use: NAV MODE: I use Nav mode if I do not have a pre-programmed "M"-type attack waypoint. If I'm just navigating visually or only have a "B"-type waypoint then I use NAV mode. Also, If I already know where the target is and can see it from long range on my approach then I do not need the HUD marker. ANF MODE: I use ANF mode when I am flying to an unknown location/target and where I want help fromt he HUN in advance in order to line up correctly. This ia especially helpful when using auto-generated attack waypoints from the kneeboard/cartridge, or when approaching the target IFR or from behind visual cover such as a mountain. However, as soon as you UNSAFE the trigger, the hud marker will disappear, and you will most likely use the EP13 for fine targetting control at that point. ** See this video from 6:55 in order to see the marker as I switch the trigger from unsafe to safe and back in ANF mode.
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What moves should a noob learn first?
philstyle replied to filthymanc's topic in DCS: Spitfire L.F. Mk. IX
True. -
What moves should a noob learn first?
philstyle replied to filthymanc's topic in DCS: Spitfire L.F. Mk. IX
In my opinoin, yes it is. I also use a warthog, but I have mine on a mount that places it between my knees (lesss arm/neck/back pain). It's easiest at cruise settings and at a bit of altitude, i.e. above 10,000ft. The controls are super sensitive in the spitfire, so at low altitudes with thick (responsive) air it's harder. Also, at high boost and RPM the engine is pulling the thing through the air so hard that trimming out is a lot more difficult. Relax the engine, then relax the air-frame. -
WOW! Thanks! I'll take a look at this in the next week or so hopefully.
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What moves should a noob learn first?
philstyle replied to filthymanc's topic in DCS: Spitfire L.F. Mk. IX
Here's 10 for free, in generally increasing levels of difficulty/ mastery: 1. Get straight and level flight nailed. Trim, trim, trim. You shouuld be able to fly hands off, look around the sky and not need to keep adjusting your nose attitude. 2. Learn the varous level, climb and descend "attitudes" of the aircraft so you can fly visually without needing to refer to your instruments. Get used to these attitudes with your head looking sideways out the window, or twisted to look behind you. 3. Master level, co-ordinated turns at various boost/ RPM settings. You should be able to complete gentle 360 degree turns without more than a few % change in altitude or airspeed. Co-ordinated turns need to be done with minimal "slip" indicated. 4. Advance to max-rate turns. Target 20 to 22 seconds to get around a full 360 degrees, without significant loss of altitude or airspeed. 5. Master max rate turning with your head facing backwards so you can keep your eyes on your six o'clock 6. Learn to fast-roll from a wings-level position into a wing-down position at the max-rate-turn attitude, kcking the rudder in to speed up the roll 7. Learn max climb speeds and the attitudes necesary to achieve max climb rates 8. Max rate climbing turns (upward corckscrew) 9. Get proficient at upwards rolls without stalling at the top (not for use in combat, but purely for airmanship purposes) 10 . Similar to upward roll, learn how to complete clean stall turns -
Thanks for the feedback folks. It looks like a scripted option is going to be the only solution here, for a number of reasons: 1. I want to continue to use more than one aircraft per A.I. group 2. I don't want the entire group despawning whilst some aicraft are still airborne 3. I don't want to use "engine shut down" in case it causes damaged-but-not-yet-destroyed aircraft to despawn The alternative might just be to have time-based triggered group-de-activations . . maybe based on flags turning on once th rgouops sapwns in; and then de-activating the group when time since flag is say +90 minutes. It's a real shame this isn't just a normal part of the AI behaviour. . .
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Hi folks, Is there a way to de-spawn AI aircraft after they park? I note that they just sit on their parking spaces eternally until the mission ends. I'd like to be able to clear AI off once parked. I also need to be able to do this per aircraft, rather than de-spawning an entire group at once. Any help appreciated!
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The actual content of the post says Jan 4th, Although the forum entry is dated Dec 27th https://forums.eagle.ru/showpost.php?p=3735501&postcount=177 Maybe it over-wrote an older forum post?
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Today's newsletter once again makes mention of updates to the Spitfire... Does anyone know what this means, especially given that the well known graphical bugs with the spitfire have persisted since July... I'm quite confused by all this . . did anyone notice any "updates" to this module when the other aircraft were upgraded? Here's a shot from today's update: Has anyone from ED said anything about what was updated?
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unfortunately this trips the integrity check for me.
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yeah... it's been a mess for a while (since July), graphically speaking. Almost no response from the seller too...
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Apparently straight of dover is just the old name for the normandy map. See here: And see comment by 4./JG26_Onebad below the video.
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.. improved .. external models
philstyle replied to Captain Orso's topic in DCS: Spitfire L.F. Mk. IX
Indeed... what was this supposed to mean with respect to the Stpifire? -
Spitfire cockpit is still broken (sun glare) new P51s look nice.
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confirmed. Still broken - even with today's' update. Maybe ED have different hardware and aren't seeing this bug? ..
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Improved stability and dedicated server - Discussion
philstyle replied to NineLine's topic in Multiplayer
I spent 30 minutes on burning skies on the weekend. 40 players were on the server. It was smooth as silk . . no stutter. no lag. I am almost prepared to say it was better than single player, performance wise! So, ED have got something very, very nice up their sleeve here. This will be a boon to DCS multiplayer. -
Needs to be this folder structure, the instructions are not very clear: Saved Games\DCS.openbeta\Mods\tech\WWII MarstonMat
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Hi Sunstag, Im unable to get aircraft to spawn at these structures.. what might I be doing wrong?
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This does not appear to be procedures for the Mark IX, but another variant, possibly the Mark V.
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[FIXED INTERNALLY] Canopy bug following Update 6 Hotfix.
philstyle replied to bart's topic in Bugs and Problems
Of course not.... -
Reported since July 2018. 5 months ago. I think this has been fixed in the Viggen in the recent pactehs fro 2.5 Open Beta. The spitfire remains a faulty propduct in this respect. https://forums.eagle.ru/showthread.php?t=216645
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A4-E MOD - AI management
philstyle replied to philstyle's topic in Utility/Program Mods for DCS World
Thanks chaps for the feedback.. I'm assigining the AI with a small load (testing of only one bomb type, either 2x or 6x of them) so loadouts shoult not be a problem. I have tried a couple of various length "lead ins" to the target with waypoints, but I'm not getting consistent results. Interestingly, If I just have a single A4 in a mission with no other aicraft about, it will run in with a very short waypoint length and drop two bombs (whether armed with 2 or 6 bombs) in a relatively stright approach and exit. However as soon as I add other aircraft into the nearby sky, they seem to want to delay and do odd set-ups before attacking. -
It's a LOT of work for mission makers to take screenshots and make maps etc. of the targets - making sure they are legible in the game and also making sure they are the right size, etc. for DCS. I don't blame people for not providing them, even though you are right, they would be a necessity for most modern (i.e. post WW2) missions espeically when attacking a known facility. For the 10 lake targets in "mountain whispers" alone, I estimate 5 hours of work just to provide the full set of target photos in the briefing. However, due to the way DCS works, you can actually get the exact location and layout for any target by opening the mission file that gets downloaded to your computer when you play any online mission. You can source your own target photos etc this way too and save them to another device, or your kneeboard etc... You can get exact co-ordinates for navigation and attack points this way too. It's just a bit time consuming for the player. On the down-side this effectively makes it impossible for a mission maker to truly "hide" a target from the players. However, ont he other hand, unless you are running dynamic missions, there's not way to hide a target anyway. Once someone has found it, its location is known.
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Here's my experience from the Viggen. It takes about 1.5 hours to get two complete sorties done in the Viggen. I normally have only 2 hours free to fly at a time, so 2 sorties is a good starting point. Carpet/ cluster bombing is not really effective because 1. the target objects tend not to be closely clustered together, and 2. In DCS, runways can't be taken out by bombing 3. Using pre-programmed targets is not that viable either, becasue there is no way to know on cold war server if the target you are going to has already been destroxed by somone else. If you use pre-programmed launch weapons you might get near the target and relase your wepaons only to find out that the target has already been destroyed. Alternatively, the maount of time and oeffrto require to re-route to another taget, recon it and set up for an atatck becomes prhibitie. So it's better to just take a more flexible weapon that can be directed to a target of opportunity more easily. So taking flexible precision weapons (RB75), or forward firing rockets which can be aimed more precisely than bombs is really the only viable option IMO. I typically take either 2xRB 75, or two rocket pods in the Viggen. I still need to take some air-to-air missles (just incase) and you don't want to do more than two passes in the viggen on a target, ideally just ONE pass - this limits the number of ground objects you an focus on. With the loadsouts I use, I can really only expect to destroy 2 objects per sortie, maybe 4 if I get two complete passes in AND you have enough weapons. So, in 2 hours of flying, if everything goes perfectly, I can expect to get from 4 to 8 ground objects destroyed. Ships are similar, 2xRb15F can only take out two ships, even if you have a perfect day and they both make it to target. This might explain why large numbers of ground "kills" per player is low-ish. It's not that players don't want to do ground attack, its just that getting large numbers of "kills" in short time is not really feasible. If there were targets which had, say, 50 or so trucks parked in rows alongside a railway station, then I could get 20 or so objects with bombs, in one pass. It's also a shame that the base-map-buildings can't be counted either. There are so many nice fuel-storage areas, esepcially at the main ports, which would be wonderful to attack. . . I heard that having area-targets was possible with certain scripts (i.e. designating an entire port area, or airfield as a target).. but I don't know exactly how this would be implemented.
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closed Storm of War - DCS WWII / Historical Server
philstyle replied to philstyle's topic in Multiplayer
I have no idea about this. No. I will not be making the audio files and all the triggers necessary to do this. On burning skies there is basically one target area, and only three active airfields, so they can do this. On SoW there are more than 10 active airfields, 6 ground-based target areas and all the aerial (AI raid) targets. Plus, we want to have more than one mission on the server. There's just too much required to make all this work with audio triggers. We will eventulaly put some kind of RADAR system in place. Until then, use SRS and use Temspeak to communicate aircraft whereabouts accross the team.