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TwanV

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Posts posted by TwanV

  1. I had a similar issue ; my guess is because I started on stable in the past then moved to OB and so I have a DCS directory in the saved games folder, not a DCS.openbeta directory. fixed by manually pointing to the dcs install directory, clicking the ob button in vaicompro; reset lua; close VA; remove scripts, repair dcs, start VA, copy the directory contents from DCS folder in saved games to the new DCS.openbeta folder there without overwriting anything -> start dcs

  2. Looking forward to that Victory205, I guess I too have to "unlearn what I have learned", I can mask alot of difficiencies in the pattern in the FA18 but having a lot of trouble now finding a controllable pattern with the F14. I can get it on the deck but I feel very ad-hoc with the break..

     

     

    At the break acc. NATOPS the boards go out but I can't really make that work, I lose airspeed too quickly and if I try to remedy I end up near 2nm abeam the LSO.. What does work for me is letting the plane slow down on drag upto the first 90, dirty up and then go brakes out to get in the on-speed zone quickly without too much altitude loss. Would be very interested in some background as to why the above isn't likely to be the way to success, maybe the idea is to snap the break but unload the turn much quicker than e.g. with the hornet? Or would you apply some brake but not all?

     

     

    Another question I had, when would be a good time to start trimming? is that on the first 180 or before?:helpsmilie::joystick:

  3. Hah I had this discussion before. It's a fact that the brits always want to do things differently, but the reason why people fly QNH is simple, suppose you have two airfields fairly close to each other (not a problem in Russia ok) at different altitudes and terrain is a factor on approach. With QNE one would have to have two charts of the surroundings. With QNH, one will suffice, i.e. altitude is equal to height.

    One can also argue QNH is safer due to the fact that when accidentally interchanged and you assume QNH at all times where you actually have a QFE reading you will survive. the other way around means you hit the deck.

  4. So you're going to pretend that this isn't a multiplayer game? It's not cheating at all, it's all possible in the real aircraft. Just because certain conflicts had ROE restrictions doesn't mean that we can't use the functionality they had and use our own ROE - you're artificially constraining what the Hornet can do to fit your own narrow view and trying to impose it on everyone else. If you want to play by your rules, just leave the Hornet in RWS and don't activate LTWS/TWS/Link-16, then you can play without the functions you don't like which we're asking for.

     

    Backspace, no need to be offended; I'm not trying to say how you should play the game, I'm just saying that I'm hoping for features that will allow myself to play more "realistically" with my friends and squadron, not a removal of features which will deny your style of play. But without AWACS support I have no other option than to use the current simplified IFF style way of gaining SA. To express a priority is what this thread is all about. My priority would be that. If more people are looking for other features, that's fine, it will come out on the poll results and I would have to wait longer. :smilewink: :thumbup:

  5. You must be playing a different game - the ability to look at the radar screen and see what's friend and foe at a glance (like you can in every other 4th gen fighter) makes a massive difference to situational awareness. Having the AWACs read out groups of aircraft is no comparison. We don't need realistic IFF, we just need the radar functions that show us the IFF status of radar contacts using the current game's logic.

     

    Basically you're confirming my statement. Flying against FC3-aircraft, no offence, with the Hornet is just not the way to go if you ask me. Just that players in other aircraft can "cheat" this way doesn't mean the Hornet dvelopment should follow the same path.

  6. Probaby because it is a rudimentary feature for basic radar operation and enables IFF without having to go to STT, amongst other things.

     

    I would argue that IFF is not that important if AWACS is enabled. Other sims have been going for years without IFF, and to get it implemented realistically is just miles over the hill. Even then, IFF should never be used to ident in hostile territory and so I would argue that most people asking for this feature really are looking for something to reduce the level of realism. This in my mind flies in the face of what the F/A18 in DCS is all about.

  7. Voted for the A2G radar, I would argue to get the basics right first before moving on to systems that were added in later field life.

     

    Secondly (not listed), Bullseye and AWACS picture/declare implementation. A low hanging fruit to enable tactical CAPs in the BVR environment.

     

    The TGP, Datalink and HARMs are important multirole features too down the line, but the others in my opinion are nice-to-haves to make life easier/more interesting. On A2A radar: STT is absolutely fine at the moment, TWS is only useful if you find yourself outnumbered but that can be accomodated in mission design/ team play.

     

    I'm a bit at a loss why TWS gets so much attention at the moment. A good BVR picture is what we need, and a way to find and track ground targets.

  8. besides.. as pointed out the MLU/CCIP versions are basically a quick-fix for vipers to get to the block 40 level and beyond without having to buy new aircraft, meaning that some leftover features from the initial F16A/B spec are bound to be on board. The cockpit layout will be a little different (different RWR, ECM panel, backup comms, etc. etc. due to this legacy effect and varying (european) contractors, but the functionality remains (about) the same in the end, trying to mimic a USAF block type. With exception of the parachute of course, but that is only a trifle compared to all the other features of the plane. This detail I would argue, is a nice to have for F-16 enthusiasts from country X but doesn't bring anything to the table tactically. And I don't think this enthusiast would avoid the Viper in DCS altogether because of to the absence of his/her beloved parachute too. IMHO the benefit of going for the block50/52 (post '93?) is that the cockpit layout and jet configuration is simply more optimised and coherent. And HTS compatible questionmark wink.

  9. Unlike ground targets that are slow for mav to hit and very much a fire and forget. Aircraft are much quicker and your radar is much much more powerful compared to the amaraams. There is a good write up on mudspike about the f15 and how to use these missiles. You can turn away once you guide it to 8 miles or so iirc, there is a count down for this in the HUD.

     

    To add, basically the AMRAAM has three phases of guidance:

    1. guidance by aircraft FCR.

    2. guidance by aircraft leading, AMRAAM radar active (Husky)

    3. AMRAAM radar active only (Pitbull)

     

    I was curious to learn if this works the same in the Hornet as in USAF jets, the countdown to husky appears first, then the countdown to pitbull. Is there anyone here that can shed a light on this?:thumbup:

  10. If I fly the mirage with IFF = Off (or maybe IFF is damaged) it will still show clients in my coalition that I am friendly.

     

    What follows is that contacts not shown as friendly are 100% hostile. And that is not as it works in real life.

     

    Also, as far as I'm aware IFF is only used above friendly territory to avoid any (traceable) unwanted emissions. Build SA with AWACS, that's what they're there for :thumbup:

  11. A combination of user preference, and the kind of setup you have. If you have an extension tube on your Warthog for example, there is a lot less "need" for pitch/roll curves since that extension gives you extra precision to begin with.

     

    That's a pretty valid point, hadn't thought about that. :thumbup:

  12. Dear ED,

     

    I noticed something bug-ish flying the steerpoint-training mission (Caucasus). After pressing <auto> on the left DDI to auto-switch between steerpoints, the avionics kept resetting the steerpoint back to 0 after I reached the steerpoint ahead of me. Haven't seen it reported yet here, so it could be a feature or just a glitch, but I thought I'd report it just to be sure.

     

    Thanks,

    Twan

  13. Damage/disappointment control /on: I'm just going to assume they're not going to make it.. already thought earlier that 30th of May is pushing it to the limit when the initial target was the month of May. In any case its EA, more than half of the stuff that is going to make this plane a winner isn't there in the first place. Damage/disappointment control /off

     

    :D

  14. Not enough to affect ED's confidence in being able to represent it an accurate enough fashion.

     

    Anything to do with FCR-sensitivity and DLZ's will be a guesstimate I guess, to my knowledge the launch parameters of e.g. the AIM120 are still classified.

  15. Yes congratulations ED, this really is an amazing theater. Taking off from Al Minhad with the skyline of the coast on my right, I whizzed past Dubai in my rather sluggish A10C but there was just so much good stuff to look at I couldn't keep up. The cities have a great sense of scale too, outstanding.

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