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Lace

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Everything posted by Lace

  1. I don't think you understood the question... He's donating a module for any new users.
  2. Long hold, a few seconds before, and continuing through the release cue. I believe at the moment, you need to be within 5 mils of the ASL for the weapons to release, so make sure you have correctly lined up the FPM with the ASL. Not sure if this behaviour is correct or likely to change again.
  3. I don't like the 'Unlimited Fuel' and 'Unlimited Weapons' options for a number of reasons. Mostly, there is no real way of reducing the AUW of the aircraft as the mission progresses, and I feel it is an unrealistic application of a valid training method. I like that in theory it allows repetition of an attack in a training scenario, but I would much prefer if you could carry out the attack, expend the ordnance, egress and then pop up to F10, hang another couple of bombs and try again, until you are happy with the number of reps and then head home with a realistic weapons and fuel load (i.e. not full like at take-off). The unlimited fuel means that you don't need to be as judicious with your AB usage, because you don't burn any fuel. With this option, you would still burn fuel, but with the option of a quick couple of thousand lbs top up if you want to go round again for another run, so you are still getting some fuel management value from the training. I am coming at this from a SP or PVE strict training PoV, and not advocating it for any sort of competitive edge.
  4. I will only endorse hypothetical or fictional units once every real-world, in-service, sea, land, and air unit is represented in game. We have some glaring gaps in the DCS OOB, filling those should be the priority.
  5. That's exactly how I do it. No mouse interaction required. Didn't know you could 'turn it off' though.
  6. Mine is always centred. In fact, I can't move the pointer away from centre. How are you guys doing that? (not that I want to, I like look-click).
  7. Haha, yes, I probably could have worded that better! What I meant was that while almost anything is technically 'possible', that does not make it a realistic outcome.
  8. Well aware thank you, but it is 'possible', just untested and unfielded, so by your logic, why not?
  9. But possible is not realistic, almost anything is 'possible' given enough time, money and resources, but that doesn't mean it is realistic. It would be 'possible' to mount just about anything to a KW (why not AGM-65? Why not 40mm grenade launchers? Pretty much anything could be made to work given the necessary operational requirements), but just look at the fuss kicked up when APKWS was requested for the Viper. Very much possible, plausible, and realistic IRL, but still knocked back by ED. I know PC get to make their own decisions, but they have limited resources and this project has already dragged on for literally years. IMHO they should just focus on what is fitted IRL by KW operators and finish the product, without wasting effort on experimental loadouts which very few would actually use. Quad Hellfires? Would you like any fuel to go with your helo? Why not eight Hellfires and get a Chinook to sling load you to the fight? The KW is in essence a light-weight recce platform with some self-defence or CAS capability, not an attack helicopter. I suggest the Apache might be more up your street if that is the experience you are looking for.
  10. Remember many of the 'Instant Action' missions are meant training purposes, and do not have any expressed objectives or desired outcomes. It is just a way to practice your HARM delivery against different emitter types.
  11. You need a structured approach. The reason you were better with the older sims, was simply that they did not have the depth of realism found in DCS. You could just jump in and out and figure it out. All of the modern modules are complex aircraft, you can't expect to just learn them on the fly (pun intended). Being combat effective and safe in these aircraft is a full-time job IRL, they don't just give the pilot a 'Chuck's Guide', toss them the keys and expect them to get on with it. Most modules need not only time, but targeted and meaningful training with specified learning outcomes if you want to progress. I think what you need to do is master the basics first. I've posted this before, but start small. Learn to start it, fly, navigate, and land. Learn the gun, then unguided rockets. Learn dumb bombs. Learn the TGP and guided rockets & PGM. Learn mavericks and sidewinders. Learn tactics and enemy capabilities. Learn IFR, AAR and night ops. Don't try to be combat proficient in one or two flights. If the Harrier is too much of a challenge, then go for the F-5 or the excellent new MB-339. The systems are much simpler, and they can be started with a minimum of fuss. The manual bombing and gunnery will force you to be disciplined in flying your attack profiles accurately and 'by the numbers'. Practice cold starts, until you can do it without the checklists. Get used to configuring the aircraft on the ground to reduce your workload in the air. Build some training missions to practice simple navigation routes, with altitude changes, fuel planning and strict ETAs/TOTs. Small, incremental steps. Slowly building competence and confidence. How do you eat an elephant? - One bite at a time. Don't worry about the hardware. I do most of my DCS flying away from home with an Xbox controller, and it still works just fine. A HOTAS will improve things but it is far from essential. Also, don't worry about slowing reflexes as you get older. If you are relying on your reflexes to save you, then you need to do better at planning. The astronaut (and pilot) Frank Borman said "A superior pilot uses his superior judgment to avoid situations which require the use of his superior skill." Training also helps. Have contingency plans and practice them. The memory thing is age related, fortunately, something like DCS (and other mentally challenging activities) can help slow cognitive decline. As do green leafy veg. Eat kale, cabbage, broccoli etc. Get fresh air and exercise regularly.
  12. I used to have this issue, with occasional disconnects - is this a Rift S? After no luck searching for a solution online (bar the usual reinstall etc.) I found it was a voltage drop on my USB bus. By moving to a higher power USB-C connected via an adapter I no longer get the voltage drops or the sudden black screen. Regarding the reconnect, XP11 also allows quick changing between VR/pancake and back within the game. Would be nice if DCS did the same. Even better if the menus/ME/MP were 2D and it just changed to VR in the cockpit.
  13. Great roadmaps there. Looking forward to DTC integration for the Viper.
  14. Lace

    Viper

    It is worth it at twice the price. Once you start enjoying mastering the Viper, you won't be thinking about how much you spent.
  15. No, not operationally, AFAIK.
  16. I'd love to see a European One scheme, even if it is not strictly accurate.
  17. OP Granby please. (I know it's the wrong version, I also don't care )
  18. Concur. F-15E first flight was 11th December 1986 11 + 12 + 1986 = 2009 2023 - 2009 = 14 days. Two weeks, confirmed.
  19. I'm hoping this will all be integrated into the new EDDCE. Logistics will be critical in any dynamic campaign, otherwise it will just be a series of thematically related, but essentially non-persistent single missions (like the current scripted campaigns). Resupply of airfields, FOBs and FARPS will be critical, and I imagine like any task, could be assigned to any friendly unit on the ORBAT, and flown by either an AI or human player. I'm hoping this element was the driving influence in choosing a BLUEFOR heavy-lift helicopter for ED's next module, otherwise it is a slightly unusual choice.
  20. Exactly why I never have the pilot turned on. Even In VR I feel it intrudes on the cockpit and feels unrealistic. IRL, I don't notice my body in the cockpit, and I don't get in my own way, because my limbs are actually moving to interact with controls. The DCS pilot model not only blocks the controls, but seemingly can interact with the cockpit telepathically, which in itself is an immersion breaker. It's a nice option to have for those who like to see tiny legs poking out in front of them, but it's not for me in its state. I guess the perfect solution is a model which is controlled by capto glove or similar, and mirrors your own real life limb and hand movements, but not everyone wants to go down that route.
  21. A bit late to the party, but I only just got around to flying this one after the Christmas rush has eased off. Well done to all involved. A really well executed, detailed and enjoyable module. This will be a great first module for anyone new to DCS, as it is still capable of offensive operations, but doesn't take weeks of study to be effective, especially with an instructor in the back to keep you right. Ben fatto, continua così! I can't wait for the Gina now.
  22. And also not strictly relevant to the thread either. Game, simulator, sandbox, procedures trainer. Semantics, that's all. Whatever you call it, it is a piece of software, and not reality.
  23. Maybe consider some curves for your rudder axis as it can be oversensitive around the centre position. Make sure you are landing on-speed, on glideslope and on-AoA. Don't engage NWS too early. Get lots of practice, and if it is WWII tailwheel aircraft, don't stop flying them until they are tied down.
  24. A lot to digest, all good news. Multithreading and the DCE are my particular highlights.
  25. Exactly, it is that kind of detail I hope makes it through. You are down to your last pair of GBU-10, make them count. No resupply until we open up an air corridor for the C-130s etc etc.
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