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Mad_Max2

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Everything posted by Mad_Max2

  1. Make sure you set the speed for all wpts as well.
  2. I really didn't/ still don't expect the 9x this soon, but I mean.... that is an AIM 9x haha, could we soon be getting our first weapons additions?
  3. What do these options do for comms? are they necessary in DCS? Update: Multifunctional Information Distribution System (MIDS) is the NATO name for the communication component of Link-16. (via Wikipidia) So likely no use until datalink is implemented.
  4. I see your point for multiplayer, however, for single player, it could use MORE parking. Hard to set missions up when only 4 "active" planes can call the Stennis home at a time. My solution? Make as much parking as possible, and have options in the editor to activate/deactivate the parking you need. This would allow you to choke it down for multiplayer, but also the most freedom in terms of mission creation.
  5. Gotcha! I bring 6 mavs with me almost every time I fly the hog, no point not to if you can take the weight. Especially since no taxpayers are footin the bill lol!
  6. Can't place 6 mavs on the A-10? What's the deal with this in game then? Why does it allow this to be done?
  7. I was just joking about the 97's... I use that response whenever anybody has any issues getting a target with the hog lol! Serious note though, can you get the coordinates of the tgt from JTAC or possibly a waypoint? You can slave to WPTS and even mk points I believe, so if you can get one on the tgt you could slave to it and CCRP it without ever seeing it personally.
  8. You can also place a ship with no waypoints give it a heading and a speed using the menu on the right and it will steam that way until it hits something. Place the ship far enough out and you'll be golden. Keep in mind though, as soon as you place a waypoint the heading option goes away in the menu and the ships heading is slaved to wpt 1. This method obviously doesn't allow planned routes, but it is good for quick mission setup, as well as allowing you to move the ship in the editor without messing up the heading. If you need wpts then yes, the ruler trick is the way to go. Really if the heading options just stayed visible when we placed a waypoint we could use it to eliminate the trial and error.
  9. Just ripple a couple 97's in there. You'll get 'em!:thumbup::lol:
  10. Try reducing it for sure. I like my throttle a little more firm but with carrier landing and AAR in the hornet I have been having good results with less friction. As far as getting better at it. Make a mission. Plop any plane you want. Give it a path. Fly formation with it. When I really struggled with AAR, I always saw ppl saying learn to fly formation with the tanker before trying to tank. Good advice, just not for me. I would do this, get antsy, and try to tank lol, ultimately failing. I then took the tanker out of the equation entirely and just worked on formation with random planes doing random routes. Came back to tanking and it was night and day. Learn formation flying and you will learn AAR.
  11. If you get behind on power, it forces you to use a lot of throttle to catch it. Like others have said, practice. It's hard without actually feeling the forces in the jet, but the key is adding and removing power at the right time and in the right amounts. Anticipate corrections and perform them before the cause of the correction actually happens. In other words don't aim to correct the drop after it happens but rather anticipate and constantly work that throttle to make sure no drop ever occurs. Don't get behind on it, and you won't need all that power to get back. practice, practice, practice, learn how throttle inputs make the jet respond and everything else will fall into place.
  12. Where it says Unit: 1 of 4. Click the right box until it says 1 of 1
  13. The best "advanced trainer" for the F-18 right now is the current early access F-18. More advanced systems haven't been implemented yet, so the basics are front and center, more approachable to learn. It may look complex, which it is lol, but it's truly designed to make your life easier.
  14. I missed the picture when I first commented. Now seeing what your working with I'm curious how it would be done in RL...I would imagine they would use the gun, SAM permitting, like Sierra 99 said. If gun wasn't an option, and they didn't want to go by ground, I would put my money on GBU 12's. I have no idea what doctrine is followed in regard to collateral damage but I would imagine, in war, there are some scenarios where it's just gonna happen. You can't let the enemy operate with impunity simply because they are in a town. Also, a side note, a lot of missions don't make the cities and towns look like a war zone. All the towns and cities look fully populated and in good shape, making you feel like the bomb you just dropped just ruined the poor Johnson family's dinner. In reality these towns would either be evacuated, or the people there would be fully aware there is a war going on and that they probably shouldn't be near the enemy. If neither of these are the case, then I defer back to my first paragraph. Sometimes it's just gonna happen. FORTUNATELY this is just a game, where nothing really dies... except your social life. :lol:
  15. :lol:... you read my mind...collateral damage?...shhh.. but you'll take out the whole colmn and probably 2 more you didn't even see lol! In all seriousness I've found there are two types of missions in GH.. ones where you can load up realistically and engage your tgts in a reasonable manner for the surroundings, and then there's "Push" missions where flattening the entire area is almost mandatory to keep your guys alive. This is mainly due to the # of tgts and capability of friendly AI. This doesn't really answer your question, but rather explains that there are times for everything in this game, sometimes you gotta do what you gotta do.
  16. What is this line? (circled in pic) I understand what the other lines flanking the runway and cats are, just not this one. Ultimate goal is to have aircraft realistically parked on the deck in missions so any input on this topic in general would be a big help!
  17. Just tested in both magnetic North and true North and get the same results you got in both. Wish I knew more about whats going on, but I can confirm what your seeing, and not entirely sure what it has to do with Mag/True heading. Nothing changes on the HSI as you pass 000, it just seems to be an error with the carret on the heading tape
  18. My guess is A. You have a wicked cross-wind, or B. your too close on downwind. 1.2nm when abeam has worked good for me. Anything between 1 and 1.5 is rule of thumb, but you'll find there is a "sweet-spot". Regardless of your climbing or descending in the final 180 you should not be a 1/4 mile starboard on roll-out. Something is hosing you, you'll find it.
  19. These settings will be of more use as more munitions become available. Trusty Mk 82s don't require too much setup, but GBU's and CBU's will have some options you'll want to set. Also remember that the fusing can be a tool to use to your advantage. For example, worried about being in the blast area? set it to tail to give a delay. The options are there to give you complete control over what you want to do, not to hinder you. In terms of when this would be done in real life, idk. I'm inclined to believe those who say it would be done before ever entering the plane, and cater to the specific mission (with the option to change manually, in plane, if needed). In DCS, however, I don't see being able to pre-program profiles to a data cartridge prior to the mission. Maybe in the ME some day.
  20. Good to know! Cleared up some misunderstandings I had, as well as explains why I thought you had to go to open formation to get close... because I'm already in close... Would be cool if they had "show formation." Put them in real tight. Love to see the AI handle that lol!
  21. I'll get the ball rolling, but I'm no source of authority on this topic. I've had success in the 300-350 knts range in turning fights. Keep it there with G and throttle adjustments and you should out turn most opponents. I haven't had much success in the vertical, at least not after merge. With lighter weights this can get better, but my overall feeling is this is a turn fighter. Turns, low speed, get the nose on target. Force targets to overshoot, or just plain out turn them. I've taken a MiG-29 from my six to being on his simply by keeping the maximum G's that still allowed 300ish knots. Watch fuel though because this will take close to if not full burner to achieve over multiple "laps" Others will be able to get into details and more accurate "doctrine" to follow. This is just my 2 cents :)
  22. Being able to pick which catapult you launch from on "runway starts." Perhaps even a way to disable certain cats. Would allow statics on the deck in places that block the cats, without causing an issue with AI or hot starts. For example having the bow cats parked with statics, and having the 2 waist cats operational. I would imagine these are details being ironed out for future carrier updates/modules.
  23. Piercing Fury gets my vote. The Enemy Within taking second. Two best imo.
  24. At the very least it seems like a switch that can be relegated to the keyboard, freeing up a space on the HOTAS. When the Hornet gets more features, it may become functional, however I just don't see it being HOTAS worthy (in DCS). Obviously RL is a different case.
  25. IFF has always been hush hush. Will be interested in seeing what they do with it in the future, not just with the Hornet, but with all DCS. If I'm not mistaken IFF is limited on all modules to a simple form. Haven't checked out the new patch but I'm anxious to try it out. Be able to do CAP without my butt puckered now! lol!
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