

backspace340
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Everything posted by backspace340
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
backspace340 replied to gregzagk's topic in Multiplayer
You can just right-click on the stations and select what missile you'd like. You can also go to the mission editor and edit the loadouts (or make new ones), which will then be saved for MP. -
Last I heard they're planning to release it and see how people find it - I'm guessing if enough people start revisiting their breakfasts then they'll implement a higher refresh speed. I'm also guessing that once you're actually in the F-14 and using it, then the low refresh rate won't matter so much.
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You can have all that by venturing into multiplayer - there's even a server (DDCS) that allows full CA control of vehicles that players make by slingloading crates in helicopters to 'build' units. A normal battle lasts anywhere from 1-3 weeks.
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You can be pretty confident DDCS will restrict the Phoenix (and the server owner has already said as much) - the missiles are restricted for gameplay not for historical accuracy. There is a 'Hardcore' server running PG that allows each aircraft to take two Fox 3s (or the ETs/ERs), so people will be able to play the same gameplay with the Phoenix on there.
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** DCS: F-14 Development Update - September!! **
backspace340 replied to Cobra847's topic in DCS: F-14A & B
No they've said they're not doing the Sparrowhawk HUD (which - I think - that is). -
You don't have to sign up with paypal to pay via paypal - if you just click the button to pay without an account it just works like any other payment portal.
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She's carrying the LANTIRN pod in this shot and HB have said it'll be included for EA release: Video of it being used here:
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is there a way to disable the landing-by-throttle thing?
backspace340 replied to Larkis's topic in DCS: F/A-18C
So although everyone above is completely correct with their tips for landing normally, there actually will be an alternative for you at some point (I'm not sure if it's in yet!). ATC Approach mode flips everything on its head, and the AP controls the throttle to maintain AOA and all you have to do is control glide-slope with your stick using pitch inputs. So you'd just need to point the velocity vector at the deck on a 3deg slope and the plane will follow that course at the correct AOA. I think that'll actually offer you what you're after. There's also ACLS that'll come along at some point which will basically land the Hornet for you. -
The F-14 also has datalink (Link-4 I believe) and will be fed targets from the E-2 and carrier - the Hornet won't have too much of an SA advantage (but it will have some - looks like the Tomcat's view is mainly of the forward hemisphere but the Hornet's is truly 360).
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They updated stable early so they had the fix before the free weekend.
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Turn off MSAA if you have it on.
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You haven't been keeping up with DCS news - they corrected the AIM-7 range and guidance in the last couple of months. Rmax is now an accurate indicator - the missile will hit a non - manoeuvring target at Rmax. Rne is not accurate though - there's nothing wrong with the missile (IASGATG has given it his seal of approval), it's the algorithm for the indicator that's wrong.
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Best Stand-Alone USB Throttle ?
backspace340 replied to dresoccer4's topic in PC Hardware and Related Software
TWCS - good quality for a decent price. -
FARP Pads and Command Centres are only visible to the player once they are within 20km (or 10.7nm) of the object (regardless of view distance setting). These are two of the most important structures for multiplayer missions - either being used as the basis for FARPs or representing the HQ/resource hub of bases, and having them essentially invisible to the user until you're within 20km is not ideal - especially when normal ground units are visible from 35=40nm or so, you end up with a silly situation where you can see units floating in mid-air on invisible FARP Pads. It also looks terrible in game - you can see FARP Pads materialising into existence, popping in and out as you fly around. I've attached tracks from a few different aircraft showing the same thing (so you know it's not a problem with one module). A10farpLOD.trk AV8BfarpLOD.trk su25farpLOD.trk
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It seems to do that whenever you've got the AIM-7 selected - I have no idea why, or what it means (it's actually PDI I believe), but I noticed if I had no weapon selected, or the AIM-120/AIM-9 then it worked as expected, but with the AIM-7 selected it just changed to PDI and got stuck.
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There isn't a list anywhere, but you can probably expect a training mission on each weapon and sensor at least - but they're not developed yet, so I doubt the missions have been finalised or even fully planned yet.
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1 & 2 are server configurable - for example, you won't find any of those in the chat on DDCS.
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Your machine will easily be able to handle it - and yeah there's ASW now for WMR.
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Yeah that's what I was thinking. It works really well in the Mirage, you know that if the target is within Rne then the missile is definitely going to reach them and they're going to have to work to evade it. Looks like they just need to tweak the calculation for it in the Hornet.
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It really isn't that close. Missiles in both scenarios are essentially dead weight before they get anywhere near - none actually reach the target in any of the scenarios. The target also doesn't do an immediate 180, it kept flying forwards until just towards the end - so if Rne were correct the missiles should have flown right past him even if tracking was lost. I understand tracking can be lost, but it seems like Rne has been configured at too high a range - it seems like it should be about 50% of the range it actually is. It'd be easier to test with a buddy instead of the AI - just have a friend fly towards you at a constant speed and fire when you get Rne, then get them to pull a 180 without changing their speed (and not to chaff). I would expect the missile won't get near, and actually you probably need to be about half the range Rne actually is for the missile to start reaching.
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You're both describing the headset being in 3DOF mode (which it does when the cameras can't track / the setup needs to be run).
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I'm not sure if this is a bug or if I'm just misunderstanding how this is meant to work / what it's trying to show, but there's seems to be something funny with the Rne indicator in the Hornet. If it is a bug, feel free to move it to the bug forums. My understanding of the Rne indicator, is that it's meant to show the point at which firing a missile will reach the target even if the target does a 180 degree turn and tries to fly away (i.e. it's the point at which they can't escape). Right now, it seems to be not indicating the correct range for that at all. I've attached two examples, but it's apparent at all altitudes and speeds (if you're very high and very fast you'll even sometimes see Rne at the same point as Rmax - which seems counterintuitive). In both examples, I fire at Rne, and the enemy evades the missile without needing to do a 180 degree turn. In the low altitude example, I actually outrun the missile before it reaches the enemy. 40kft: 2kft: So, do the indicator parameters need to change, or have I misunderstood what Rne is trying to represent? Rne2k.trk Rne40k.trk
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I didn't use the Rift before so that's a possibility!
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Perhaps you'd like to give them $150m+, like Star Citizen received, so they can permanently employ a team that big?