

DeltaMike
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Everything posted by DeltaMike
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I'm happy with bombs, delighted with Mavericks, kinda disappointed with cluster munitions. If I can see the target, a power plant for example, so far I like a single pass with a couple of mark84s. You don't always get more than one pass so I like like to do as much damage as possible the first time. For units I like IR Mavs a lot, much easier to spot em, once you're locked on you can stay fairly high, easier to stay out of trouble. More than one way to skin a cat. Check out the hoggitt training server, great way to learn what works for you against various units with or without defenses.
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Sounds like the main advantage is, I'm getting closer to home and he's getting further away. Also I got my money on the f18 for canyon carving. Which so far has been the best way to pop up without getting shot, stay in the canyons. I'll take on anything if I have altitude on em. Down low, I think I need to make like a tree and gtfo. Thanks for the comments
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Go cheap or go large. My rig is very playable, if I weren't already long AMD I'd probably go with a 1070ti, 2070 or 2080 depending on the budget. Regardless of what GPU you're using, you're still gonna be looking through a screen door. If you're going large, I agree with Marklar, you're gonna want a chip you can oc to 5+marklars, a mobo that'll handle it. Cooling system, ram, m.2 ssd, that's gonna start adding up to a lot of marklars, marklar
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OP: yes. It works. Don't forget to unmap 5 in the UI layer, unless you want to keep using it to center view.
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It does! Thanks! Believe me you're my inspiration for doing this. So, let me run an example, which I think you might see in MP: 1. Uzi 6-1 is doing touch-and goes. Occasionally somebody spawns in and takes off from the forward cats. No problems, everybody is happy. 2. Uzi1, flight of two, calls visual at 10nm, I tell them they are clear for the break. 3. 11 and 12 get lined up 3mi back heading for the break. I don't *have* to tell anybody anything -- it's first to the bow. But, I see 61 is still figuring it out, altitude is all over the place and he's taking long downwind legs. So, just to keep the peace, I *could* tell Uzi 6-1 to maintain carrier heading, climb to 2000. I could turn him into the stack while 11 and 12 are landing. Figuring I'll tell him to push when 11 and 12 are situated, and 61 is 5nm abeam. 4. Some dude lines up on the cat and requests takeoff. My plan is to hold him until 11 and 12 both cross the bow, then send him off on the carrier heading staying at 500' for 7 miles. 5. But! Right before 11 and 12 get to the bow, I see MrPoopypants69 come screaming it at 500 knots evidently on a high-speed straight in final, without his radio on. 11 and 12 can probably make it, maybe, but I see a pileup on the deck for sure. I think I know what I want to do, but first what would yall do?
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For whatever reason I go for the deck and try to exit the battle zone. I find a mig 29 (or something with that radar) chasing me and intermittently locking me up. Trying to extend and then turn around to re-engage gets me shot out of the sky every time. Do I keep running or re-engage? How? Split-s? If so imagine I want to regain as much altitude as I can in the process?
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Getting out of acm mode is relatively easy, hit NWS/undesignate. Getting out of flood mode is another matter. Sensor right won't do it, that's how you select a target. If you get stuck you can hit the obs button labelled "RWS" but you may have to reset your parameters. Or, return to nav mode by deselecting both a/a and a/g near your master arm switch.
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How difficult is it to learn the basics of this plane ?
DeltaMike replied to Csgo GE oh yeah's topic in DCS: F/A-18C
^This. Hornet is ridiculously easy to fly and land. You can light er up with one button. If the question is, what's the entry barrier, how long will it take before I can start zipping around... the answer is low, and about 30 seconds. -
Ah. The 3km pattern IS the spin. Got it. Yeah I think there's a way to make it work in a casual multiplayer environment. I'm studying the cnatra docs, want to make it immersive but fun and not out of the reach of casual players. Appreciate the advice.
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Might try my hand at carrier ATC sometime so I'm digging through the CNATRA training manual. First, let's think about the typical multiplayer yardsale with people wanting to take off and land all at the same time in VFR conditions. 1. First, I'm assuming "the stack" is always the overhead pattern? So i can clear someone straight in (for an upwind break) or I can tell em to enter the stack at 2000 (or 3000 etc) and that should be self-explanatory? 2. Sounds like you can have up to four flights at the same altitude 90 degrees apart? I don't really want to get into giving people push times, seems like it would be easier to say "Uzi 61, enter the stack at 2000, follow MrPoopyface 11 in" or something like that. 3. If you have to spin, where does that have to occur? Out behind the ship? Thus: 1. If an aircraft is in the stack, I can tell them to stay there until I call charlie 2. If an aircraft is on upwind, I can have him climb to 1200 and circle back around to *initial* 3. If an aircraft has left the stack, but isn't on upwind yet, I can tell him to spin it Yes? No?
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Yeah. At night. Hmm this doesn't look like nellis at all!!!!
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What does terrain texture do? I was reading a manual for an older version of DCS and back then it sounds like it had something to do with the number of buildings that would be drawn in. If that's still the case, setting that to low might help low end systems, although I wonder if that won't have more of an effect on CPU. I didn't notice much difference in VR with it low or high, so I left it low. But I was flying round in the boonies at the time, so... Fortunately a lot of the adjustments I made to accommodate VR don't have much effect on the experience flying around at angels 20. I imagine helicopter pilots feel differently; imagine they want the grass, trees, shadows and terrain detail I can live without
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Apparently afterburner has been used as a weapon, saw something on TV where an F16 pilot was called for CAP but couldn't locate enemy or friendly forces. So he dove for the deck and popped it into afterburner. Apparently it sounds like an explosion when it lights up. So he's going supersonic straight down, and apparently surmised if he pulled up quickly enough, the shock wave would have enough momentum to impact the ground. That's what he did; the troops on the ground said it sounded and felt like a bomb went off. Enemy dove for cover giving the friendlies just enough time to skeeedaddle
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Thanks, yeah I saw that and the key is the runway heading (and knowing what the HSI is telling you) Not every place has ILS, not every runway is bidirectional, and NTTR is kind of a mess, partially because there are a lot of airports right next to each other. But that is a good hack, and most of the time when it's bad weather and I need to get down *now* it's on a multiplayer caucasus map, and it does seem to work best on that map, no doubt about it. Challenge is getting set up. I was toying with flying arcs but it's never totally clear where the center of the arc is. Also never totally clear where the mountains are. I figure the reverse-course-180 is probably the best bet in IMC. I dunno that calling ATC is a cheat, it is possible IRL to call center and say, "I don't know where I'm at." Ya just hate to admit that flying around in a $20 million jet, ya know? "Yeah we've been watching you fly around in restricted airspace for the last hour..." But, what are they gonna do? Scramble an F15 to intercept you? Go ahead, make my day!
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ILS is messed up. Sort of. Been playing the ILS lottery last few days -- I can get it on the ground, just no guarantee where -- and this is what I've come up with -- if you guys could check my work that would be cool. The HSI course appears to be the runway heading, I figure if you can find the airport, I can follow the inverse course for 10 or 15 miles descending, do (at least one) 180 to line up with the runway, and try to be at 3000 ft AGL 10 miles out. If I can get that far without running into a mountain, then I follow the HSI until it quits -- CDI swings to one side -- and at that point it looks like the needles are working and... well, nothing can possibly go wrong at that point, right? Skid to a stop, Jim Carey style: like a glove! As for finding the airport, I can do waypoint zero to get back where I started. If I want to go someplace else in general, ATC occasionally has useful information. But I'm getting the feeling that the steering bug, and the localizer are both pointing somewhere in the vicinity of the airfield. Yes? No? Couple of days ago it was pointing me toward the initial point, now I'm not sure what it's doing but ... get me on the runway heading and I can generally figure it out. If there's an easier way I'll be glad to hear it... the F15 is a fine tool for certain things, but dang. The thing needs avionics. I swear it's like between the F18 and the F-15 I have enough parts to build one decent fighter, ya know?
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Re nausea. Keep your frame rate up. Turn off msa and depending on hardware you might need to turn shadow off. Re seat adjustments. You can also just move your seat. Or, use center view (num5, or left Oculus controller). Eg if you want to sit closer, lean back, center view, relax
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I chop the throttle going into the break and don't get back on it until after wings level and I still have to give it forward stick. I think the fcs must be trimming for the high aoa during the break and it just takes a second to readjust. Same thing happens rolling out on final but for a different reason, because I was flogging the throttle during the turn.
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That was my answer. Above minimum drag speed, I figure you're balls to the wall anyway, you're working the stick. We tend to talk about optimum climb speed but I guess it's still an AOA question. Below minimum drag speed, you need power, and a lot of it. Especially if you're indexing AOA, which is the point I guess. To keep the AOA at a certain value. And to not fall out of the sky, of course.
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I was reading up on AOA and came across a great question, posted by a student engaged (evidently) in a epic battle of wits with his instructor. Here's the question. What's the best way to make the jet go up? By increasing AOA (pulling back on the stick) or by increasing thrust (shoving throttle forward)? I know just barely enough to see it's a clever question.
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The checklist page will list your cautions at the bottom, not quite as busy and easier to see what it's griping about. On takeoff it's usually the FCS complaining about something, or you forgot to arm the seat. Fix that by working on your startup sequence. Just flying around it's usually home fuel, an altitude reminder or engine ice (which you fix by flipping anti-ice on, right panel)
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This, but I think it's tricky, the model doesn't give you much wiggle room on the slow side, you don't have a lot of cues, and it takes a second or two for the engine to spool up. it helps to anticipate what the plane is going to do before it does it. It feels like I'm doing all three at once (easing in throttle, easing back on the stick, working the trim).
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The f18 can fly at like supernatural angles of attack, sometimes the missiles can't keep up. I notice that with guns, too. Consistently shooting behind. Lead more, wait for a better angle, or use the 9x which has thrust vectoring. You can practically shoot that sucker over your shoulder.
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Incredible frame rate drop with VR on an i7 8700K and RTX 2080Ti Ultra
DeltaMike replied to djliquidice's topic in VR Bugs
Interesting question. Ran into that building multi-GPU rigs on cheap motherboards, you start running into conflicts with USB channels among other things. Yall are running MB's that are the opposite of cheap, and it's always the fourth or fifth GPU that gets ya, but it's a good question. I get the feeling the system is choking down a lot of data right at the "event horizon" where buildings become visible. Suspect there are a lot of potential bottlenecks. Since we are all seeing the same thing pretty much, I gotta suspect the CPU. Keep in mind we are all using one core, no matter how many $ we spent on our systems. You can make the GPU the bottleneck by flogging it to death with supersampling. Back off on that, or get a monster GPU, and the bottleneck shows up somewhere else. [bTW I now have 30 mins on F/A 18. :thumbup: :D Oh it's just beginning. As yet unsure how many hours I spent last practicing case 3 landings. It was peaceful though. RWR not going off constantly, no bandits for a million miles. Just the moon on the water and a highway in the sky. Vegas schmegas. -
Incredible frame rate drop with VR on an i7 8700K and RTX 2080Ti Ultra
DeltaMike replied to djliquidice's topic in VR Bugs
Your CPU is pegged in turbo-mode. Ironically I'll bet you could probably crank textures, anisotropic filtering, MSAA and PD up to a point, and not affect your framerate one iota. Up where the jets play I bet you do fine. Fly around NTTR at 20,000 feet at sunset, let us know. Your cat doesn't like your machine very much. Mine doesn't either. ETA I'm assuming your GPU doesn't overheat and throttle down like mine does. You can hear my fan from across the street -
I don't know how Vive works, but when I was benchmarking some stuff for Oculus, I found out it defaults to certain framerates. If it can't do 90, it drops to 45. I found rendering time to be a more granular measure. I didn't see any difference between in-game PD settings and what you can do with oculus tool. Same thing I suspect. My system is pretty close to yours horsepower-wise. Just barely adequate. Sad reality is, flogging your GPU won't grow pixels in your HMD. Shadows off, MSAA off, don't set visible distance or terrain textures to something your HMD can't render. Get PD as high as you can without puking. Get an SSD. Good to go. This game rocks.