Jump to content

Callsign JoNay

Members
  • Posts

    733
  • Joined

  • Last visited

Posts posted by Callsign JoNay

  1. 3 hours ago, Sparrow_1976 said:

    Greetings,

    I'm looking for some suggestion...

    I started the Zone 5 campaign, in the second mission I have to do a guns only dogfight against an F-5. I can get to its 6 and follow it without too much difficulty, and if I had the -9s I could almost certainly launch one. The big problem, having to shoot it with the gun, is that the F-5 moves like a mad fly, jumps from side to side and I can't get it in my sights. The only thing I can do is try to shoot in the moments when I think I might get lucky (but that almost never works). Do you have any advice?

    Many thanks.

    Shooting down the AI when you're on their dead-6 is actually super hard in the current build of DCS. It's much easier to shoot down a human opponent, even a good one. 

    When I'm on the 6 of an AI, sometimes I intentionally maneuver way out of plane to try to coax them out of that jinky back and fourth defense they default to. If you move out of plane they will actually pull a more sustained turn to break back into you in a way that more closely resembles a normal dogfight, and they give you more surface area to shoot at. It will be more of a snapshot than a tracking shot, which is also difficult in the Tomcat with it's massive canopy bow, but it can be easier than the other situation.

  2. 3 hours ago, Stickler said:

    I have not read anything about the rungs not being linear nor can I confirm this by testing.

    I regret saying that part, because now that I think about it, they might be linear in A2G mode, just offset about 5-deg down like I said, unless trimmed otherwise.

    But in a mode like A2A they act a little different. For example you will see the 30-deg rung in your HUD when you're near level flight. Obviously that can not indicate a true 30-deg as viewed from that attitude, and if you begin pitching up towards that rung it starts to run away from you as you chase it. Your wings symbol will eventually intercept it at around 30-deg of pitch though.

  3. 10 hours ago, DSplayer said:

    IIRC weathering will not be something changed with FORGE. Creating a clean cockpit is a huge undertaking.

    I think by clean cockpit, most users mean clean stenciling, not necessarily dirt and grime free, so I don't think it would be a huge undertaking. (And of course people want the removal of FORGE elements which is a separate issue, and we know is going to be an option down the road anyway).

    Aren't you already nearly done your clean stenciling mod? HB should consider implementing it as an option. I personally don't care, because I'm indifferent on the FORGE elements and  weathered stenciling, and I know the cockpit by memory now anyway, but I will say as an observer on these forums and reddit, I see far more complaints about the FORGE elements and weathered stenciling than I see praise for them. Maybe it's just the vocal minority, but if HB just slapped your clean stenciling mod into the game as an option, it would probably make a lot of people happy. Maybe making Tomcat users happy is not HB's priority, I can't speak for them. I understand the desire to make things realistic, but it should also be considered that not everyone who plays DCS has 20/20 vision like most pilots do in real life, not to mention FOV and resolution limitations, or enough time committed to the simulator to memorize the cockpit like real life pilots.

    • Like 2
    • Thanks 1
  4. 30 pilots and controllers participated last night in part 5 of our current custom campaign: Anvil Strike. 💪

    image.png

     

    Harriers tasked with ferrying jets and ammo from the Tarawa to shore based fields. 

    Anvil2.png

    anvil4.png

     

    Self-escorting Bombcats tasked with bridge strikes, (buddy lased by Apaches beneath the clouds).

    anvil3.png

    anvil5.png

     

    F-16s tasked with ferrying airframes and munitions to airbases closer to the FLOT.

    anvil6.png

    Then vectored to dispatch some pop-up RedFor attackers on a counter strike.

    anvil7.png

     

    Our team of controllers maintaining coordination on LotATC.

    anvil12.png

     

    Fun times, getting gas from the MPRS before CASE-3 at the Roosevelt in the dark and snow.

    anvil11.png

  5. 3 minutes ago, IronMike said:

    Unfortunately no, but this is precisely what I meant that just increasing its strength does not fix the issue.

    I get that, but it was also mentioned in the patch notes that the light direction was corrected, and that doesn't seem to be the case.

    Screenshot_20230312_094624_Chrome.jpg

    Anyway, I'll drop it for now, and wait for future improvements. Thanks for the replies.

     

  6. 3 hours ago, Xl-45 said:

    The light seems to reflect on the basket only when the probe is higher than the basket and on its right.

    Agreed. The issue seems to be the direction the light is pointing more so than the strength of the light.

    @IronMikeDoes anyone from the HB team have a picture of the light working as intended? 

  7. 4 hours ago, IronMike said:

    100% sure, I see the difference on my end, and we tested it and confirmed with testers, it was in several weeks before the upload already. Difficult to say why you in particular see no gain at all, though at the same time, if you saw a gain, it would be very little indeed.

    PS: it is also the cone of the light, which is in parts why just turning it up doesn work. in your screenshots the light is below the basket, which I think is why you dont see anything there in particular. try moving up a tad.

     

    It's not just me in particular, so far nobody had been able to show a picture of the improved light. I will try repositioning.

    Are you able to show us a screenshot of what it looks like on your end?

  8. 11 hours ago, Gun Jam said:

    Hello

    Most of the time Jester does a pretty good job of running the Tpod. However there are moments when I need to move it manually.

    I am using VR. Direct head control works but is very very slow and difficult to see while trying to turn your head to the direction you want it to move.

    Is there a key bind so I can just use a hat switch? Is there a way to adjust the pan speed???

    Is there a way to tell jester to zoom in or out for us that i can bind to a key?

    Thanks!

    I don't think there is any bind or axis that it can be mapped to. I agree, it would be nice. I'm not a fan of the Jester LANTIRN implementation decisions. I have a spare TDC on my throttle quadrant doing nothing, which could be used for things like this.

  9. 1 hour ago, IronMike said:

    It's a limitation of the light currently, as in you cannot just turn it up indefinitely. We need to change how it works, and will do so. Hence this was the maximum increase we could deliver for now. We agree, it needs to deliver more to be really useful.

    Are you positive the implementation made it to the patch though, and wasn't accidentally left out on the cutting room floor similar to other recent Tomcat fixes? It might be worth confirming, IDK.

    I don't see one photon of light hitting this basket.

    image.png

    image.png

    • Like 1
  10. I wonder if it's a case of something getting lost between what HB worked on and what was actually submitted to ED for the patch, because I don't see any change to the probe light at all.

     

    It's been happening a lot lately. The fuel dump bug occurred, HB said they fixed it, but it got overlooked somehow on the next patch and we had to live with it for another cycle. Same thing with the busted wheel chocks too, IIRC.

    • Like 2
×
×
  • Create New...