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S

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Everything posted by S

  1. Maybe I'm a little dense here, but the further the missile is from the target, the more it will adjust its flight path, no? If it's 10nm out and sees the plane enter a 10-degree descent, it's going to calculate an intercept based on the increasing speed of the target and will lead the target more and also be moving to intercept at a lower altitude. The missile doesn't 'see' the ground, so it's really just continuously computing the impact point and steering towards that. IMO, if you adjusted so the missile calculates to target altitude instead of expected altitude, you're going to have people ducking under missiles instead of putting them into the ground, which is probably more awkward.
  2. Thank you for the recommendation, dutchili! Had a great conversation with Posh and joined the group! Looking forward to some training and operations with DCAF!
  3. Does this make targeting AIM-9X with the JHMCS better? I've never used VR zoom (I don't think I'd be using binoculars in the middle of ACM), and can read the displays without noticing any jitter, but targeting with the JHMCS is a real pain because tiny head movements move the reticle around so much. I don't want to feel like the view is slower than my head movements, but if it makes targeting feel more natural, that's definitely something I would want to try!
  4. I'm using TMS up (mapped to my HOTAS TMS). The only reason I made a post here is because I don't have this issue in the training missions, it's specific to custom missions - because of this, I know that I have the proper commands mapped to my HOTAS, and I'm using the same procedures when flying custom missions. I'm not sure if it's relevant or not, but I tried adding some AI to my flight and once I did that, I can lock any of the targets quite easily.
  5. Hello, I'm currently looking for a group to fly with and learn from. I'm relatively new to DCS, but not to flight or flight simulators. I've been flying real-world general aviation for several years, and have been flying flight simulators since 2002. I have a lot of experience with Aces High (go Bishops!), a little experience with WarThunder, and was involved in the development process for World of Warplanes. What I'm looking for: I'm specifically looking for a group that has an active semi-milsim environment. Essentially, I want to use proper engagement techniques, learn the proper radio calls, etc. I would prefer a group that flies both red and blue air in a multiplayer environment - I'm OK with some AI on either/both sides, but I specifically would like to fly against other humans to improve my knowledge of DCS and have a greater challenge. My area of interest: I'm a pure air supremacy guy. I don't like poking holes in the mud, so I would prefer a group that has people dedicated to CAP. I enjoy the systems challenge of BVR combat, and the geospatial/physics challenge of ACM. My current skill level: I'm very familiar with energy fighting (tactical egg, etc) in a WWII setting and know the basics of transferring that knowledge to jets. I'm still learning (through trial/error) the speeds for the F-16C, so this has been a bit of a challenge that I'm enjoying. I have a basic knowledge of the systems on the jet, but I want to get deeper into how they work and get to a point where operating is second nature. I struggle a little with radio navigation on the Viper, but I can handle waypoint/TACAN navigation easily. I definitely struggle with boom tankers (the F/A-18 is so easy to refuel!). Formation flight is pretty solid as long as I know what the lead is going to do - I don't really know much about formation calls, so this is an area I'm definitely looking for some education. I'm good with landings (combat descents, overhead breaks, etc) so no worries there, I'll bring the jets back safely assuming nothing goes boom in the air. I'm not very good at defeating missiles launched at that dangerous 10-15nm range, so would definitely like to learn from people who are. I know the basics of BVR - altitude, airspeed, optimal launch profile, notching/beaming, re-engage, etc but I need to fly with people that know more than the basics to continue to grow in this department. If you're part of a group that fits these specifications and would like someone willing to learn, let me know!
  6. I would say there probably are a lot of simplifications. I base this on expected real-world performance of an aircraft with a T:W of greater than 1. Even in clean configuration, I can't gain speed in a vertical climb from takeoff. If you're interested in running this experiment yourself, the real-world thrust rating on the F-16 is 27,000 lb. Clean the plane up (remove pylons) and adjust fuel so you're under 27,000 lb takeoff weight (I set fuel so my ramp weight was 25,000 lb) and go for a 90-degree climb after takeoff. The plane stalls around 20,000 ft MSL and does not accelerate while going vertical. Compare that to videos online of 0-30,000 MSL F-16 unrestricted takeoffs. Edit: Not exactly apples with apples, but I've done a lot of modding in MSFS to try to squeeze a little more realism out of their flight models (specifically the C172 which I fly IRL) and I've noticed that the physics tend to break down when you put thrust greater than weight (tried this when pushing the boundaries of the physics engine to figure out how the simulator really works). My best guess is that there's something that would require a very different handling of the drag simulation in flight simulators to truly handle thrust:weight ratios near and/or over 1:1 to keep from having 'unlimited speed'. That guess is based on my experience modding MSFS and also helping to develop the very arcade flight model for World of Warplanes. I don't know too much about the physics engine behind DCS yet as I'm pretty new to the simulator, so this is just a guess for now. I may have more data in the future, but I'm not promising anything.
  7. Just went and saved one. Point of interest: I finally got a lock, but it was against a plane that was not showing up on Link. In the track file, you can see I mad-dogged the first missile because it wouldn't let me lock, and then the second one I was able to get the lock but it wasn't showing on Link, which throws me off because I can't tell if it's a friendly target or not until I get the launch warning/see the weapon. Edit: I'm starting to wonder if maybe there's a Link issue when flying against USAF aggressors in the same plane (F-16C). demotrack.trk
  8. Hello All, Somewhat new DCS guy here - I've been messing around with DCS F/A-18 and A-10C off and on since 2019, so I know the basics of how the sim works. I recently got into the F-16 module and now fly it exclusively. I think it's probably common knowledge around here that the F-16 training is nowhere near as extensive as the F/A-18 training and this is where I'm running into some issues. When I fly the AIM-120 training missions, everything is already set up - the radar, RWR, etc and I assume the same is probably done for the AIM-120 and any systems required for that. When I go into custom missions (I made them myself in the mission editor), I can 'mad dog' the AIM-120, but I cannot get the jet to lock to save my life. I have an AWACS plane and 12 AI F-16s that are all showing targets through Link, but I am unable to utilize the data for locks or even to get them to switch from Link-only data to a designation from my own ship. Some data points: I am co-altitude with the targets (35k ft) so a standard radar scan (initial antenna position should find them, I arm the weapons (switch in 'up' position), I enter A-A mode on the UFC, Right MFD shows A120 selection, I see the targets through Link and follow the Bogey Dope from AWACS to orient toward the targets, Target data from Link system is well within the Azimuth of my radar search, Link target data goes from red to yellow but won't allow a lock and won't go white. I can be literally 5 nm away from the targets and they still are not lockable. Loadout is as follows: 2x AIM-9X, 4x AIM-120C, 3x bags. I think I either don't know how to properly set up the radar from a hot ramp start, or there's a bug with custom missions. Like I said, I have no issues whatsoever in the very simple training missions for the AIM-120. I get locks quickly in all of them and know how to manage energy for good launch parameters, etc. If I'm missing something simple, please let me know! Thank you, guys!
  9. I may just be a noob/not noticed the feature, but I would like the ability to input my own waypoints on a map prior to takeoff. It would be nice to have several different map types available for sortie planning so we can plan ingress-egress through terrain, etc. Alongside the ability to do this, we should be able to share that plan with friends so we can all be on the same page, have the same waypoints and know what we're all doing. Cheers!
  10. Do you have an FAC command on your JTAC? Cheers!
  11. S

    Where is TWS?

    TWS or LTWS is, like most have been saying, important for single targets because it won't give the hard lock warning. It's also important because you can track multiple targets simultaneously to keep a clear picture of the combat environment. Nothing contributes as much to getting shot down as only being able to track one contact as you approach BVR. It's also pretty easy to forget that everybody else can lock you up without the hard lock warning and fire at you... Cheers!
  12. Hey Everyone! I'm running into some issues with how to use the Mavericks, and the JTAC system in general. I know how to run comms with the JTAC (either infantry or drone) and the setup procedure for hitting the target - my issue is that the JTAC is lasing random spots without targets and when I fire a Maverick at the designated spot, I'm obviously hitting nothing. Occasionally the JTAC will actually lase a real target and I'll destroy it, but most of the time I'm hitting random spots in the middle of a field. My second issue is with using more than one missile - the first one works without issue, but then the second missile will not slave to the laser and I have tried caging/uncaging to see if it will find the laser point again, but it won't. Any suggestions? Cheers!
  13. I agree it could be a bit brighter - other than that, it's absolutely amazing! If you're having issues with everything feeling 'too big' try setting your IPD to around 63 or higher in the force settings for VR and you should notice everything fitting a little better! Cheers!
  14. AFAIK you have to manually change the programs to match the one you wish to be the number 1 and number 5 programs so if you want number 3 for number 1, just match 1 to 3. Unfortunately I don't remember the buttons to press off the top of my head. Cheers!
  15. You have to set up in the MFD which program is in slot 1 and 5, I believe. It's been a while - I like to use the manual mode. Cheers!
  16. TM Warthog will go to full afterburner when the thrust levers are full-forward. If you want, you can take the allen key it came with and turn the piece between the throttles around and have an AB detent built into your hardware. Look at the text alongside the modeled thrust levers and you'll see a 'Mil' indicator and a 'Max' indicator. Generally, 'Mil' is right before AB engages. Cheers!
  17. Good to hear! The hornet is a really cool bird! :) Cheers!
  18. Hey! Look into moving the throttle from the idle/cutoff position - it starts with the throttles in the idle/cutoff position and it's a pain to get them out. I started just using the autostart feature because of that... Cheers!
  19. I researched the size of the wingspan and the diameter of a couple of the missiles and then messed with the scaling until those sizes 'felt' right. It also happened that when I got the size to 'feel' right, I could read all the cockpit text as well! Cheers!
  20. Just because it isn't 'standard practice' doesn't mean it's not used. Watch the Red Bull Air Race pilots on standing start races - they do it. In other combat sims that have ground effect modeled, I used to use GE to get some distance when I was being chased by a less skilled opponent in the same model aircraft. Cheers!
  21. I think that there are certain aspects of the physics involved in flight that just need to be right in order to call something 'done' in the case of a simulated aircraft. Ground effect is one of those things. When you get close to the ground in a real plane, you start riding a 'cushion' of air that does the exact opposite of the 'pull you in' thing that we experience now. Also, a skilled aviator knows to sit in ground effect while building airspeed... Cheers!
  22. Cool! Is that ratio changer something that would be present on the '18 we have in DCS? Cheers!
  23. I would also like to be able to select where the aircraft spawn on the CV for clients. I don't see why they can't add an option for parking spaces on the CV, as well as which of the 4 cats to spawn on if a mission designer wanted to do that. Cheers!
  24. Watch the video again - watch how the HUD on the left DDI changes with the inputs he's making (and account for some of the more dramatic changes being due to power shifts in conjunction with the way the flaps affect the pitch when you change power settings that have been 'trimmed in') and you'll see what I'm saying. He's not changing the pitch of the aircraft much with the stick. Cheers!
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