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fergrim

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  1. Does nobody know? It's fine if Thunder Strike has been cancelled. I just really love this module and I have two campaigns I play, besides a dynamic one. Not sure if there was some final word on it, or if I maybe need to redownload the module or what. If this was some big, annoying issue, I'm sorry I'm not here to complain, just for the information.
  2. I know it wasn't purposeful and I'm really not trying to be a d*ck, but the way you titled the post would make it appear to the casual observer that there is in fact a bug at play. When the reality is that it's actually a highly specific detail that the developers went out of their way to keep authentic, it's a little lame that the story is instead "A bug". It takes very little for a person to decide to skip or buy and just seeing the title of the thread could easily give someone the impression there are careless mistakes still.
  3. I was finishing up a mission in one of the campaigns, and trying to find the best nearest airfield. Anyway long story short, for all I could tell, the JF-17 not only spontaneously created a set of waypoints guiding me in for a landing, but it did so at an airfield that's listed as having no ILS. However as far as I could tell, the entire experience seemed identical to the ILS tutorial. Can the JF-17 generate its own set of reasonable landing pattern waypoints for whatever airfield it might be landing at?
  4. You know, you guys should just pretend it's two years ago, you could spend some time being super appreciative of the awesome JF-17 we have right now. What's the point of new stuff if the moment we have it, we forget it in favor of random "Deka can we have's"?
  5. I've actually taken the time in the past few days to meticulously go over each of the JF-17s weapons and functions, with the help of the training missions, the manual and chuck's guide and in my opinion not only is the JF the most fully featured of all my modern DCS jets but also, everything that's meant to work does actually work. C-802AK and AKG included. The G can be tricky because you need to keep in mind you're flinging cluster munitions, and the AK can be tricky because the tutorial is out of date in regards to it saying that the "size' option isn't implemented yet. But I honestly found myself impressed at just how many tiny details and features work flawlessly on the JF-17. I also own the Viper, and in comparison, the Viper is like a staggering zombie - looks humanish, looks completeish until you get into its guts. I also own the Harrier and the tomcat, and it's a similar vibe with those. These guys deserve love and praise for developing such a clean and well functioning module, really. Same with my hornet, too, though the hornet is fairly a good deal better off than the viper. But so many other module owners can only dream of complete HARM functionality, fully functioning air AND ground radar modes - and fully functioning GPS guided weapons. Not to mention the high end targeting pod. It's good to be a JF owner. (I do wish the AKG didn't require MITL, but on the other hand, it's a really unique missile configuration - i'm glad we have the option. Given we already have a JSOW, not having the AKG being pure easy mode is kind of fine)
  6. i'm sure you're right about this. I felt like I was having the same issue, before I discovered that this little button was holding me back. And on a similar note, don't forget to hit the SPJ button right next to it if you have a jammer pod! You can edit its modes and such under cmbt, same as where you change your chaff and flare options. Default key is "E" to activate it. Mode 1 jams any radar that locks you, and mode 2 jams any radar that's tracking you. It's mode of operation is described as essentially providing a second, false contact that's a brighter return than your actual self. This is why you might want to set it to mode 1. It's not constantly beaming, so it doesn't draw the same attention, and in waiting to apply itself until you're locked - in theory - its sudden operation achieves an effect that results in the lock on you being broken. I've experienced exactly this when in dire straits in a mission, and suddenly remembering I have this pod to turn on. This is interesting because it's markedly different from the sorts of jammers we typically see which are "shine a flashlight in your eyes" sorts of brute force operations. And the third option lets you set it to be front facing, rear facing or both. Basically for SEAD, front facing is good, for losing a dogfight rear facing is good and for a hectic furball or a combination of the other two, F+B works well (but the power is understandably divided).
  7. I was almost disappointed by this, but then I realized that we have like four or five options for long range attacks on ground that are even more automated. And MITL isn't exactly a deal breaker either, right? It's still an incredibly versatile, long ranged missile that by its nature can make really intelligent moves to avoid being shot down on its final approach. And while I AM a fan of the module, I want to make clear that I'm not trying to be an apologist for it, so much as assuming others were confused in the same way I was. First hearing it required mitl i thought it was a downgrade, until I dug into my memory and went over the old books
  8. My google-fu is somewhat weak and I can't seem to find a straight answer. I personally own Black Bear and Desert Thunder. But neither of those come with the module, right? I thought there was one called "Thunder Strike" that was going to be released with the module, but as far as I can see it's still just an early access preview, right? Just wanting to make sure I'm not somehow missing out on content for my favorite module.
  9. I've been reviewing the documentation as much as possible and I think the only misunderstanding that may have developed is that the C-802AKG -requires- MITL in order to successfully hit its target. It's not an option, but a necessity. And as I think about it, I remember that I couldn't use the 802-AKG at all without a data link pod, which is used for MITL exclusively. Maybe I'm misremembering, but it seems to me right now that the missile is working as intended. Not to mention, I don't remember anyone from ED or deka saying that there were any problems with this missile, right? My oldest version of Chuck's guide is worded in a way that implies this as well. Edit: I also remember a mission for the JF-17 which was meant to highlight usage of the 802-akg. The mission was to destroy a convoy traveling along a highway. The 802-AKG was meant to be used due to its ability to fly along said highway controlled by MITL, until spotting and destroying this convoy. So that, to me, is further evidence that it always required MITL. The JF-17 has several other options for stand off range ordinance that doesn't require any such thing that all work just fine, so it sort of makes sense.
  10. Between each module being made by different developers and the focus of the game being high fidelity simulation, I think there's a lot of folks expecting some kind of war thunder-esque /competitive online pvp balancing that are going to simply end up feeling misled. I think the most active squadrons time spent on developing in-house co-op scenarios is indicative of where you can really find the highest quality gameplay . Though of course those same scenarios can also be a blast PvP, but the point remains that specific real life based scenarios are what's required - because in just a random map, with random fighter versus fighter, there will never be anything remotely approaching balance. Which perform best in a random dedicated server with popular settings will never really have relevance regarding the individual module's quality. If there was, then that'd be an indication that the simulation aspect has gone entirely to sh*t. I mean, battlefield is balanced. World of warplanes is balanced :s Though I've had some good fun with carefully set up historical matchups for sure - especially with not random strangers.
  11. As someone far more fascinated by Red than Blue (as an american citizen we get the blue options shoved down our throat via every media from toddler age onward) I really hope you guys will keep up the amazing work. Even if adding these might take a little more time, patience is no problem. Just please don't randomly "nevermind" it because it's been too long anyway. The JF-17 is really special in regards to the lineup and it's basically the only chinese design origin modern jet in the game (J-11 just doesn't count, since even in real life it's just a reskinned Su-27). And while I love the Russian stuff, the chinese stuff is totally a new experience and just awesome to try out. Huge huge fan of the SD-10 as well. AMRAAM competitive hardware from any other nation is just so incredibly needed.
  12. The RBS is a Viggen anti surface missile, right? If you can't equip an RBS-15 on the JF-17 then what is the relevance? Like, alert, everyone stop buying ammunition for your ar-15, it's weak compared to 7.62. It's not even like the Viggen itself is a viable stand in for the JF-17, or vice versa. One is basically dedicated anti-naval air to surface, and the other is a strike fighter with considerable air to surface capability besides. If they had zero CAP and were making a beach landing, bring on the viggens, but if they have any air support whatsoever then the JF-17 would fit the multirole there quite comfortably. though of course, both is always a great idea
  13. Crap, I posted without looking. Wait, so is the 802AK actually working? Misreported as not working because of people figuring out size setting?
  14. Long range, cruise missile type weapons, especially the anti naval ones are hands down my favorite weapons. In fact, it was the first one I learned how to use when I got my JF17 (and I was blown away by how intuitive the cockpit is in the JF-17 - you can really tell it's top tier modern as compared to even the F-18 - just that much more intuitive) Is the C-802AK still not functioning as mentioned in that one patch note (I think it said it was failing to detect a target on its terminal run), or is it working properly now? And if not working still, is my memory correct in regards to it only be the sea version and not the A2G version?
  15. Yes, but that is the solution. Having its own camera lets it work in a pinch, without an ideal loadout, for example by freeing up a pylon for use by something other than your TPOD. The camera on the weapon isn't meant to render the hud unnecessary. The name of the game is combined sensor input. Generally for CAS the last thing you want to do is fly low and slow over the affected area, removing a significant component of your JF17's ability to defend itself and rendering yourself a much easier target for a wider variety of anti aircraft weaponry that might otherwise have had a near 0 chance of successfully engaging ypi. Speed, afterall, is life.
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