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  1. I have more for you. This time as a 15 min video of my flight, where I got my C-101CC messed up "a bit". Because I do testing for living, I could not help it to not try few things out. Several issues (aka bugs) I found and you can see them all in the video. As you are quite active here on forums, I'd suggest similar step Razbam did, and introduce public bug tracker (see https://forums.eagle.ru/showthread.php?t=225069). It should be easier for you and other people to track bugs and avoid duplicate bug reports. Now finally the vid (tested on Open Beta 2.5.4.25729): mmg4uGOxBD8
  2. Aircraft has not nose wheel steering. Same as many other simple aircraft, you steer by applying brakes to left or right wheel (similar to L-39, Mig-21 etc). You can bind brakes for each wheel in controls menu and bind them to keyboard. Then you can use them as "arrow keys" on ground. Rudder becomes effective at speed over 60 knots.
  3. Hello to AvioJet. I like those light attack aircraft and since I saw CC version is out, I bought it and gave it a ride. Here are few of my impressions and thoughts. And to make it clear at the beginning, I am MP player only, so my comments goes from this perspective. 1) Videos and guides are lacking. There is documentation and videos where you can see how to do trillion steps that are not *needed*. Any guide only with necessary steps I was unable to find. Lucky enough the aircraft is not complex so I was able to get to the point I need by trial and error quite soon. I know this gets better in time, community will create such content. Chuck will make his guide in few months. So its not complaint towards AJ, just saying its not yet so easy for MP user to just download one "in a few steps" manual, start and play. 2) Flying this machine is great experience. Flight model feels well done, weapon employment is difficult but rewarding. Cockpit is nice, the whole package feels good and solid. For the module to be fun in MP however, I would like you to address following issues soonish rather than lateish. 3) Please fix MP refueling issue so we MP users can actually use this aircraft. Also I believe we are missing external fuel tanks to be able to equip? 4) Add possibility to use Sea Eagle in MP. Good solution could be "Mark Label" on F10 map as Heatblur is already using for their Viggen and will be using in the future (implemented also for Tomcat). I have strong feeling that due to limited air to ground capability (vulnerability to ground fire to be precise) the main role for CC in MP will be anti-ship task. Other not so pressing yet annoying issues: 3) Please add axis for brakes. Currently we have axis for left and right brake, but not for both at once. Its annoying to be spamming W key because usually you don't want to hold it and apply full brake power. 5) AIM-9M is all aspect IR missile but behave like rear aspect. It is limiting in terms of self defense. 6) Is CC able to carry GBUs IRL? It can carry wide range of dumb bombs but if you can mount also GBU to be used with JTAC (similar to Tiger or Mirage), it would open whole new level of fun in SP and usability in MP. TBH I'd like to see this implemented even if CCs do not carry GBUs IRL. Because I believe it is not a technical difficulty to mount GBU to CC and since every scenario of usage the aircraft in DCS is made up (not based on reality), why do not add a weapon which was never used IRL yet may be used theoretically. I believe this alone would give you some buyers and since it behaves basically as a dumb bomb, I think it does not require much effort to implement. Overall, thank you for your great work AvioJet guys, I do not regret the money and I am looking forward to your further development!
  4. Works the same with Viggen. You use radar to just find the target and measure distance from the target, not for guiding missiles to the target. You just drop them and missiles then fly towards the area a pick a target by their own internal logic. It could happen that all goes to one target or they split, it depends... either way you have no way how to affect t his from the plane. It is quite common. Usually you don't do pinpoint strikes with those aircraft and you are happy for every hit you can get. Consider the same path Heatblur has chosen for their Viggen - F10 map "Mar Label" function. They will also use for their F-14 - you will be able to create a mark on F10 map and then tell RIO to add its coordinates to nav computer. Some support for "Mark Label" is there, so why not use it? It is also the easiest way for players to specify any location over the battlefield.
  5. Just tested. Su-33 won't start when throttle is not idle.
  6. Game mode applies only to flight model. You can work with instruments in game mode just like in sim mode if you want to, same for labels (you can turn them off) etc. The settings is there, check/uncheck anything by your will. In game mode flight model is forgiving. It feels like you fly something with very advanced flight control that is doing most for you and don't let you get in the situations where you could kill yourself (well... it tries to at least). For example in Ka50, game model basically eliminates sliding caused by wind, eliminates possibility to get into vortex ring (as it limits speed in which you are able to descend) etc. It is good if you are not experienced player to get familiar with the aircraft and systems first, but it is not very fun to play in this mode so you will eventually switch to sim mode to seek bigger challenge. I'd buy FC3 now because before MAC is released it will be some time (we know ED, right?) and at the beginning it will be half-way done and plagued with bugs (hello Hornet). Simply don't get confused by official release date, I bet it will be fairly well done after half of the year from that date, maybe later. So, there is still much time to enjoy FC3 and it is imho the best module to start for a new player - plenty of different aircrafts so you can figure out what suits you best (CAP/CAS) and simplified controls are also good when you are trying to learn something new. Worst thing to do is to buy A10C as first module and try to learn 600 pages manual only to realize after a month you don't enjoy CAS and you would rather be shooting down enemy aircrafts.
  7. Engine flameout might not be simulated but I remember very clearly I couldn't start any engine of my FC3 plane (I do not remember which one it was though, but I think Su27 or F15), I didn't have any idea why and eventually it turned out I had not my throttle on idle and once I put it there it started to work. It is some time in the past, might have changed from then, I am just passing my own experience.
  8. Please note that for starting an engine you MUST have throttle on idle. Check your controls if your throttle is not moving slightly in your idle positions due to mechanical parts in your throttle is not so precise anymore. If this is the case, deadzone for throttle axis should help.
  9. You need the trim for asymmetric payload, which even autopilot cannot compensate (speaking of ATTH, HSEL is capable to deal with it). You need to trim the aircraft once you fire a missile or drop a bomb. And then, once you fire/drop another, you need again to look for center position. Which is annoying and difficult without visualization on controls display. Found that FCS page has way too low precision to serve for that. It is annoying when aircraft is still slowly banking on one or other side. In Harrier for example, the autopilot will find and set the balance position for you, trim the controls and then when you release autopilot, aircraft fly perfectly straight. I miss that greatly in Hornet.
  10. Description R-40R is semi-active homing missile, means it needs guidance from the plane's radar. However it does not behave so. Actual behavior - Missile track even in positions when it is unable to receive signal from the plane. - RWR does not show any missile is being tracked on you. Missile tone can be heard only few seconds after launch, then RWR gets silent (does not provide even radar lock tone). - You got hit by the missile even when leading aircraft is facing 90° away and is situated to you by its belly. Expected behavior - Missile will loose track when radar lock can be no longer maintained by the plane. - RWR gives proper information about missile tracking and radar lock. Additional information - Build 2.5.3.21444 - Record from TacView in attachment - Mig-25PD is equipped with radar RP-25 Safir with scan range of +/-56° horizontally and from +52° to -42° vertically
  11. Sorry then. How to use 120 right now seems quite simple. As no additional radar & hud support was released, you use it as Sparrow. It has only advantage in additional range and in fact, that the missile might not be lost when your radar lock is broken. Thus you have advantage when you need to go defensive, the missile can still hit the target. Maybe. Fingers crossed. If you want test from how far the missile can hit the target alone, I said it in my previous post. It will differ each shot - there is no general answer. If I recall correctly, there is TTI (time to impact) indicator on HUD. It could help you at least make a guess.
  12. Shoot means you are in max range. Shoot blinking mean you are in so called no escape zone. None of this has anything to do with pitbull mode for AMRAAM. Pitbul is simple "missile is not guided by plane's radar anymore, but by its own radar". If it actually has the missile lock itself and do track some target or not is completely different story and that information only the missile has. The missile itself has a seeker. Meaning when it has not a lock, it is searching for something to lock on. It may travel some time ballistic before it find something to lock on. The problem is, it might be other target than pilot intended for it, like friendly aircraft. And missile has no IFF. This is why you want to guide all the missile's path to the target with your radar if possible. Your aircraft's radar does not talk with radar of the missile (I don't think its even active until the missile is launched) so it cannot know if it has lock of its own yet or not. There are SOOO MANY variables in play that will determine when missile is able to lock certain target (speed, elevation, background, angle, cross section, ecm, .....................................). It will be different range for each shot. Missile is primarily guided by beam from your radar, because radar in your aircraft you can control and it is better than the missile's. When missile cannot see your beam, it create its own if conditions allow it. I believe there is no clue for pilot when the missile has lock of its own and can be left alone, someone correct me if I am wrong.
  13. Hello to all good folks! Is there someone who would manage and is willing to do a personal request for me? I'd like to following skin on my Mirage... Pics: http://imgproc.airliners.net/photos/airliners/9/7/1/2484179.jpg?v=v40 http://imgproc.airliners.net/photos/airliners/3/6/2/2468263.jpg?v=v40 https://worldairphotography.files.wordpress.com/2014/07/co_dsc01785.jpg https://i0.wp.com/www.aeroresource.co.uk/wp-content/uploads/2015/06/3CZ-Gripen-Tail-DM.jpg?w=997&h=664&crop https://theaviationist.com/wp-content/uploads/2014/06/211-Sqn-CzAF.jpg http://www.vanwageningen.net/i/upload/2014/07/08/20140708144848-cc813da0-me.jpg http://imgproc.airliners.net/photos/airliners/1/3/7/4217731.jpg May more can be found with key worlds "gripen czech republic tiger".
  14. I see you haven't flown the Tiger ;) Btw, two stage trigger on the controller is pretty useful even when ac does not support it. Here are two ways how you can use it: + 1st stage: lock target, 2nd stage: unlock target (I do use this settings for FC3 acs). + 1st stage: drop bombs, 2nd stage: launch missile / fire cannon (or vice versa, for Hornet or Harrier - for each weapon you are in different mode, it won't collide). Two stage trigger are actually two buttons (at least for X52). You can bind for each stage whatever you like. Your only concern is, that always for reaching stage two you will also push stage one before it. So you must pick action for stage one that will not affect anything when you try to reach stage two. For example, it is a bad idea for Eagle to have at 1st stage cannon and 2nd stage release missile. You will always fire cannon when you will be releasing missile, for Eagle can fire cannon even when it is not selected. However you can have it in a converted manner: 1st stage release missile and 2nd stage fire cannon. As far as you are not using that feature when you can fire cannon when not selected (its pretty useless imo as you won't hit anything anyway) you will be fine. When you will want fire the cannon, you will switch to cannon and then you are ok hitting release weapon on 1st stage. As you have no missile selected, none will be released.
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