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VC

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Everything posted by VC

  1. Facepalm... did not see that. Good to have both implementations, thank you! But yes, as afof said, it is now impossible to set the axis back to exactly 0 degrees after moving it. It jumps between +1 and -1 degrees. Not a huge issue, but just FYI. Also, you can reset it to exactly zero by clicking the master mode switch.
  2. I can confirm too. The change has had this unintended effect that makes the axis now more or less unusable. Symptoms: elevetion keeps moving as long as joystick axis assigned to T6 is not centered.
  3. I doubt it's realistic but DCS has codes which determine the kind of missiles/bombs that get attacked and which don't. E.g. GBUs will never get attacked but JSOW does. My suspicion (and I stress this is only a hunch) is that, since the LD-10 is an identical airframe to the SD-10 just a different seeker, that it might get "seen" by DCS SAMs as an air-to-air missile and therefore not attacked.
  4. So could you use the active command (presumably human RIO only) while firing in STT to force the missile active so you can break off and defend?
  5. @IronMike thank you for the detailed reply. I look forward to testing the implementation in that case!
  6. Last time I fired Phoenixes that margin was enormous. The missiles hit while TID still had 30 seconds or more to impact. In the new system, those missiles would never have gone active. Would they have hit in SARH? Can you also elaborate a little on stored track, when exactly the missile is commanded active, and what HUD symbology we should look out for to know if/when this happens? Can a track ever be reacquired?
  7. This is an ED issue not a Deka issue. SLAM-ER on the Hornet has the same problem, the bug was introduced when that was added. Seems DCS now has a hard render limit of about 40 miles, measured from your plane, so no TPOD, missile seeker or anything will render terrain if it is further away from you than that.
  8. They can definitely be buddy lased, but you need an SPI inside the launch circle in order to fire them. If you're not carrying a TGP you need to create one with something else, HUD, radar or waypoint, close enough to the expected target location so that the launch circle covers both SPI and the target that's being lased for you.
  9. To be honest I never noticed this because I never used dumb weapons in the JF-17 :D :D :D
  10. I don't think it's a bug, it has been like this since release. I think you need to wait until the release cue lines up with the flight path marker and press the button on time yourself.
  11. VC

    New forum

    Yes, that makes sense thank you :)
  12. Yes sir, video, track file and screenshot of settings. I have checked and there is no deadzone from anywhere else, in the controls panel I can make very fine inputs around the middle. In the video, when there is a delay from 3 to 0 to -3 and back, I am continually moving the wheel in this time. https://i.imgur.com/lEZS4eN.mp4 CHK_JF17_elevation.trk
  13. Sorry if this is in the wrong place, didn't know where to put it. I love the look of the new forum, but I can no longer see how many pages a thread has before I open it, or go straight to the last page. Always have to click title, takes you to page 1, then you see the page count.
  14. HUD/MFCD Day/Night mode swtich, just left from the INS dial.
  15. I can confirm that using the Thrustmaster TWCS pinky wheel as T6 axis, not set as slider, results in a deadzone around 0 degrees and it jumps to -3 or +3 degrees elevation after some movement. It's smooth after that.
  16. After the patch I did a quick test and it seemed fixed, but today I tried it again and it felt off. Sometimes I would zoom in, and it would move up no matter which direction I moved the TDC. Then I zoomed out and back in and it was fine, but only as long as I made really small movements. It's definitely better than it was before, but still randomly messes up sometimes.
  17. TDC depress should ground stabilise the seeker regardless of what mode (SP or SLAV) you started from, then you can slew accurately without it wobbling or drifting as the plane moves. Wide FoV for coarse adjustments then narrow FoV to zero in on a target and get the lock. TDC depress again and it will try to lock. Red diamond on target and you're good to fire. For SLAV mode there are multiple ways to set an SPI. The best combo is to use the targetting pod as it can lock from longer distances and at wider angles than the C-701 own seeker. That way you can have the SPI exactly on the target, TGP point track, from 15-20 miles out. C-701 SLAV will put the seeker exactly in the right place. As you close in, switch to C-701 display, TDC depress and you're good to go.
  18. Don't real pilots also complain the F/A-18C in DCS lacks engine power?
  19. I'm not trying to prove anything, I don't have a stake in this FM argument. The OP asked for advice on how to fly the Viper against the Hornet. I posted a very well explained video demonstration of how the Viper can win. The OP can learn from that and probably he will win against his Hornet friend at least some of the time. That it doesn't work in some theoretical perfect scenario with flawless aces piloting each aircraft, that really doesn't matter. It is the correct technique and it will work for average pilots.
  20. Stay fast (450 is OK), force the fight two-circle, drag him to the deck, rate him to death. If he's on your 6 watch for him pulling lead, jink the shot then resume the max sustained rate turn (nose low to pull harder without bleeding speed as long as you have altitude). Eventually he won't be able to keep up and you just come all the way around on him.
  21. RPs are WP 30 to 35. PPs are WP 36-39. Just pick those WP numbers in the DST menu, enter the co-ords, and they work like any other WP. Reset UFCP, pick those numbers in FP-A and you're navigating to them.
  22. VC

    PL-5 question

    It's T2 Push. You're firing PL-5s at 10 miles and getting hits? Really?
  23. The MFDs can be a little hard to read in VR without zooming. But so are all MFDs really, more or less. The cockpit is great and the plane is immersive and fun to learn and use. A lot of the processes are much simpler and more intuitive than the Hornet in my opinion, it's a smoother and more modern experience. Hornet has caught up in raw capability but I agree JF-17 is still overall more complete and with fewer bugs. And it has a lot of great little features, like this canopy damage. Not huge things, but little cherries on top everywhere that make you think "cool, devs actually though of that, nice!". The main downside of the JF-17 as a module is that there is very little single player content for it. If you want immersive, well-written campaigns, you won't find that. If you don't care and just want a really capable and versatile plane to learn, fly and take into your own missions, dynamic campaigns, multiplayer etc., then I highly recommend the JF-17.
  24. Thank you for clarifying that is how the FCS works. I suspected this but wanted to be sure it's not me. I don't usually have a choice what speed the tanker is going, but I will try modifying at least the training mission to make it fly faster. In the "instant action" for air refuelling the tanker is doing 297 knots. For other planes instant action, e.g. F-14, the tanker is at 350 knots, so I will try this with the JF-17 too. And thanks for the tip, will try AG2 mode. I was also thinking to trim nose down, so that I need constant stick back pressure to keep level. Would this essentially bypass the breakout and reduce the input lag?
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