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Callsign JoNay

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Everything posted by Callsign JoNay

  1. I was not trying to be hostile, I swear. Sorry if it came across that way. Hopefully you figure it out.
  2. The Nellis takeoff mission? I just tested and didn't have any problems. Air source was not connected on my mission. I could communicate with ground crew normally, and I could see their subtitles responding. If you can't hear their audio set the ICS to hot mic. Yes the wings started in oversweep, but so what? Just set the emergency lever, master reset, set auto through the throttle quadrant, and take off. What's the issue?
  3. I doubt it. The GLOC thing has been happening to me for over a year. I've had many dozens of flights that began with it and never developed into a bent IMU.
  4. Here's a fun wing mission from a few weeks ago, enjoy: Still recruiting for: A/V-8B, AH-64D, F-14B, and LOTATC.
  5. The driver pit is modeled in hi-fi when viewed from the RIO seat? I didn't know that. That doesn't sound very efficient.
  6. I removed all mods, re-adjusted page file settings, and a few other things people recommended, but it didn't help. Only after cleaning my tower and reapplying paste to get my high temps down did the freezes go away.
  7. So an update from me since I started this thread, I haven't had any freezes since cleaning up my CPU and reapplying thermal paste. But I still see so many lately talking about similar freezes, so it seems unlikely everyone has dirty computers that are overheating.
  8. The Gloc thing on cat shots has been around for like a year, it's not new. I still don't know what causes it or how to reproduce. It happens a lot to me but it's never bent my INS. I have no idea what could've bent yours if you followed startup procedures and didn't over G.
  9. No, there is an in cockpit one showing the feet. I shared it in the update hype thread last month.
  10. I think the Q-Eyeballs function is a little bit BS, yes.
  11. Another good tip I can give you, is to tell Jester to set target size to large if you're playing single player or PVE. AFAIK the new and improved DCS AI does not begin it's missile defense when it detects the pitbull on their RWR, they begin their defensive maneuvering at a set range. I think it's 10 miles. So there is no downside to using a large target size. It makes your missiles go pitbull sooner, which is less time that you have to support them. If you fly PVP it's a different story...
  12. So the altitude thing... AIM-120s are like darts at the local pub. If you drop one they accelerate down very quickly with gravity accelerating them. The drag of the atmosphere doesn't do much to slow them. AIM-54s are more like badminton shuttlecocks. When they come down into thicker air, (and I mean anything in the 25,000 feet zone and below), they start experiencing massive drag and slow down a lot. So if your targets are at medium altitude, or lower down near the deck, it doesn't matter if you're at angels-45 doing Mach 1.6, they will be somewhat protected by the thicker air, and you will have to play the game on their terms to some extent. AIM-120 PK% table: Best: High to low. Good: High to high. Medium: Low to low. Bad: Low to high. AIM-54 PK% table: Best: High to high. Good: Low to high. Medium: High to low. Bad: Low to low. If you see a target at 35000 or higher, an AIM-54A 60 can be launched from almost any range allotted by TWS, (as long as the targets are hot of course). You can fire from 70+ miles and your missiles will have about Mach-3ish at pitbull and probably still carry Mach 2 at impact. This is the case even if you are at a medium altitude. If you see anything up high, it's blood in the water. At around 25000 feet and below I start to apply the 1.5 rule. I translate their altitude into a range and add about 50%. So if they're at angels 20, I shoot at around 30, if they're at 10 or below I shoot at about 15, etc. These are huge generalizations, but it's a decent guideline to follow. (I haven't used AIM-54Cs in probably over a year, so I can't speak much on those missiles). If you're getting the little x in the middle of the contact, (not to be confused with the ever so slightly larger x that represents the center of the scan volume and is often right on top of a track file anyway, insert "hey dog, I heard you like confusing symbology, so we added some confusing symbology to make your symbology confusing" meme, then the target probably entered the extremely huge main lobe clutter notch filter. It is a massive 266 knot zone +/- 133 from your own ground speed. Basically your targets can notch the AWG-9 without even trying. Sometimes routine maneuvering puts them in the notch. If you're over water it's safe to set the MLC to out. Unfortunately Jester can't be ordered to do that for some stupid reason, so you'll have to jump into the back seat yourself. If you are over land, or if it's near-ish in the distance, you'll want to dive immediately after shooting instead of using the MLC out function. If your targets are up at 25-30, dive down to 15 or so. If you keep them above 3-degrees the notch filters won't apply, and the AWG will hold good tracks even if they start turning.
  13. The most important piece of information you need when setting up for a Phoenix shot is your target's altitude, which I don't see mentioned anywhere in your post. It's at least twice as important as your own altitude. It affects the optimal shooting ranges much more than your own altitude or speed. It sounds like you might be losing track before the missiles are able to pitbull though. Is there a tiny little x in the middle of the track file? If so that means the AWG lost contact and is extrapolating where they might be based on their last known trajectory, but I don't think I've ever seen a successful hit on an extrapolated track file in my experience. I don't think it works in DCS. If I see the little x, I consider it a lost missile. Edit/Add: I think the C-model Phoenix is the worst in the game right now, so if you have the ability to do so, switch to the A-60.
  14. DLC is the greatest invention since sliced bread. I use and abuse it constantly over sea and land.
  15. Isn't there already a mod for a clean cockpit? Or does it not pass IC or something? What is the problem with using that?
  16. No. The HUD doesn't show waypoints, and even if it did they aren't accurate enough for a runway strike.
  17. The anti smash tail lights always flash, but the white positional tail light, (which has a red texture to trigger the rivet counters), should does not flash if the switch is set to steady.
  18. You have to edit any of the custom textures you made to 512x512, and put them into the 3in1 file.
  19. With two needle deflections at 230 KIAS I complete a 360-deg turn in about 80-85 seconds.
  20. Ok, I'm glad I'm not crazy. It just makes sense that the home plate symbols on the left and right of the turn indicator would mark something important. It doesn't make sense to me that a standard turn would require the turn needle to be lined up half way over the home plates.
  21. Really?...Hmmmm my VDI picture looks like it's showing 1.5 needle deflections to my eyes. So if my VDI picture is showing two needle deflections, how many needle deflections is the F-18 ADI showing?
  22. Same as the 18. Around 300 GS in low winds, so around 300 TAS +/- 20? Are you seeing a two needle deflection in the Tomcat when you make a standard turn?
  23. I've been practicing CASE-3 marshals, and wanted to bump this thread. I know Victory said that they didn't do standard turn rates, (only half standard), but that doesn't really answer the question about whether or not the turn indicator is working as intended by Heatblur. The F-14's turn indicator when performing a standard turn, 180-deg/minute. The F-18's turn indicator when performing a standard turn, 180-deg/minute. Similar AOB, around 40-deg for both, but the turn indicator looks very different. The F-18 shows two needle deflections, the F-14 only shows about 1.5. Heatblur never marked the topic as "no bug", so I'm wondering if someone can verify.
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