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Everything posted by Preendog
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Logically MED has to be good for something IRL, if it exists at all. I'm just talking about when you are jousting in-game and want the lock yesterday, without any glitches. And MED's got half the detection range on hot targets, dang.
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When first starting with the FA-18, it is not clear what some of the radar settings do, or what factors will affect detection ranges in DCS. Some factors may be modeled, not modeled, be weird, or change as the game is updated. I did some tests under various conditions to hopefully make it a little clearer, particularly about things like look-down, closing speed, loadout and PRF setting. Target is Mirage 2000 in clean configuration. Version 2.5.5.41371 as of March 27, 2020. Range is the horizontal distance reported by the ruler on the map. ---- Detection range at same altitude (20,000ft): Hot, Vc 1100kts, MED PRF: 37nm Hot, Vc 1100kts, HI PRF: 71nm Hot, Vc 1100kts, HI PRF, Mirage is loaded with bombs and missiles: 71nm Target beaming, Vc 500kts, MED PRF: 37nm Target beaming, Vc 500kts, HI PRF: 58nm Cold, Vc -500kts MED PRF: 24nm Cold, Vc -500kts HI PRF: 24nm Detection range while looking down (35,000ft looking down to 1,000ft): Hot, Vc 1100kts, MED PRF: 47nm Hot, Vc 1100kts, HI PRF: 47nm Target beaming, Vc 550kts, MED PRF: 22nm Target beaming, Vc 550kts, HI PRF: 31nm Cold, Vc -420kts MED PRF: 16nm Cold, Vc -400kts HI PRF: 16nm ---- Conclusions: -Target loadout does not affect detection range (at least for Mirage 2000). -HI PRF always detects at equal or further range than MED PRF (at least for Mirage 2000). -HI PRF is way better at detecting targets moving toward you. -Looking down might slightly reduce detection range, or at least erase the HI PRF advantage. It is hard to tell because looking down also changes the target aspect like beaming does. In any case, it does not have much effect even in this extreme case. edit: To underscore the importance of PRF, if you are using INTL sometimes when you STT a target the radar will randomly pick MED. If the target is too far away, this will cause the STT lock to be lost, and you have to start over. Strongly recommend exclusively using HI. Keep an eye on it, because sometimes it'll switch back to INTL or MED when you switch modes.
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This. You can get kills with sidewinder at 25 miles engagement range under the right conditions.
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Just wanted to get this straight (Controls for AOA)
Preendog replied to Laer's topic in DCS: F/A-18C
If one has a split throttle they should use thrust alone to rise, sink and turn, using both hands. The stick is a crutch that erodes pilot skills. Bonus points for using your feet on the throttle while doing jazz hands at the tower. -
Have confirmed, has been this way at least for a year. Other payload drag bugs have been fixed recently, but not this one. So Nobody use single AMRAAMs on a hardpoint, you will go slow. Use the double racks and then dump them as soon as they're empty. Bonus points if you use up one side first and dump that rack.
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You could shoot as far away as you like. The limitation was that you needed to be within 8nm of the target at impact time, or the missile would go stupid at the 8 mile point.
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Repair has broke the radar altimeter since forever. I've seen the LEF getting jammed down too, from time to time, don't know what causes that.
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And select half or full flaps before takeoff. Otherwise trim get screwed up.
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About CCIP bombing in AUTO mode (patchnotes)
Preendog replied to Shimmergloom667's topic in DCS: F/A-18C
Not in patch notes, but they also fixed the CCIP crosshair not showing right on retarded bombs. -
When the JF-17 first came out, I saw the JF-17s as untextured Su-33s that fired bombs for missiles.
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AFAIK when you have full flaps down, the plane is trimmed for landing AoA. So as soon as you are travelling faster than landing speed, the nose will rise. If you are travelling slower than landing speed, the nose will drop. This is handy because you can easily land without looking at an airspeed indicator. No idea if it's realistic but it has a logic to it. The ballooning is also a helpful indicator that auto flaps are not selected when they should be.
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And I don't think the gen tie advisory on the DDI goes away until you flick a reset switch on the left panel near the throttle.
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Improvised rating system: A: Land and stop intact. B: Land and stop intact, but you hear a bang and suspension is low. C: Land and keep going. D: Land and keep going and eject. E: Explode on impact. F: Explode on impact with other plane or tower.
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With beta version as of December, 2019, the arrival of the over-G wingbreak feature opens up a new and exciting low drag configuration. M1.55 sustained at 5000ft. 1010 knots ground speed, or 520 m/s. For a few seconds before running out of fuel.
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Really struggling with transition to landing config
Preendog replied to SPS48A's topic in DCS: F/A-18C
Just barrel roll hard if you're going too fast/ballooning. My method: Beeline fast at a point a half mile from the threshold, on slope. Flaps select full Break to line up with runway. Barrel roll until below 200, lowering gear at 270. Keep VV on the grass in front of threshold. Land (on taxiway or apron if runway is busy) Veer off and park before people complain. -
Drag is not currently modeled for pylons, gear cover damage, or removed canopy. You can go faster by breaking surfaces off your plane, though. Remove both wingtips and achieve 800kts on the deck.
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People complain because this could be a genuine, full-on game someday that actually works. Balanced, stable, no exploits. Coders publishing new feature and content with confidence and pride that it's not going to limp on for years unfinished. Players not wondering every time something weird happens if it's a bug or feature. Think of how great that would be. If players didn't care they would just move on to something else. e.spelling
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this is how ed operates It is how dishonest bait and switch indie devs work too. It is not a good look, and NOT typical of sim developers. Il-2, SB Pro, all stable each release, and scope of each product carefully regulated. Wish I had known this before getting F/A-18. Had no idea it had been in development for bloody years. Not a penny more until the huge backlog of bugs is done and all the advertised features in. Hate seeing or writing stuff like this but it has to be done. If ED operates like this the people they bamboozle have no other recourse. I'm sure the devs themselves don't enjoy this dishonor. Make a change.
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If you do skid, try wiggling the nose wheel back and forth until you find the spot where traction resumes.
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can not reproduce Yaw oscillation without steering input after maneuvering.
Preendog replied to bies's topic in DCS: F/A-18C
Guys remember we gotta get hard data that shows the plane doesn't actually do that. Maybe it is a feature. The data must be official and credible, but not the first result on google because that one's classified. -
I'm surprised I haven't seen this one here, I've found this bug almost every match ever since I started playing 5 months ago. Apologies if it's already reported. If, A plane lands at an airbase, and that plane is a F/A-18 or Su-33 (other types possible, but I haven't observed them), the plane will start bounding up into the air over and over. The bounding continues until the plane takes off again, or respawns. A track probably won't show the behavior, so here is a video. Other hints -This only happens with landed planes and not to planes that spawn fresh (gear damage maybe?) -It does not happen with most of the aircraft in the game. I've only seen F/A-18 and Su-33 do it. -It never happens to the players aircraft (It must be an issue with updates supplied by other clients to the server, the server passing the info along wrong, or interpolation) -The two planes in the video have fully compressed gear. I want to say this is always true when the bug manifests. This suggests that the gear is damaged, or the plane's network position is subterranean. -I'm pretty sure that, when the bug manifests -all- clients see it, not just one. Usually when it happens multiple people complain about it simultaneously. -The server has 300ms ping-kick, and planes in the video were sub-100. Besides, regardless of ping interpolation shouldn't throw planes in the air. You can clearly see the plane's Y position going hella negative before the pop. Also, the plane's X/Z is always updated correctly as they drive around, it's only Y that gets screwed up. My pet theory is that something is forcing the aircraft partially under the ground as part of a update, which causes an energetic rebound either by local physics, or a network sanity check. The rebound is smoothed out by local position interpolation, so it looks like a neat ball-bounce most of the time. If you were looking at the bug without interpolation, it would just look like a plane sitting on the ground, a massive desync where the plane teleports high in the air in one update, then another teleport back to ground. Repeated over and over until the ground interpenetration is solved by the plane taking off or doing something else. Edit: No mods, vanilla. Latest public version as of Oct 28. I'll just document it when it happens again, I guess.
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Then do it. Stop spamming in this thread.
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We don't get the 480 gallon tank but with a 330 gallon one I get M1.57 at 40k. Add two MK83s (150gal of fuel = 2000lbs) to that and I still get M1.54. And that's with infinite full fuel which isn't even possible IRL. It's not nerfed, dude.
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AMRAAM has hella drag. Of course it will be slow. Not saying it's right, but there is no chart for spamraam loadout. I want F-18 to be as OP as you do but only real data will be taken seriously. I do suspect some items have too much drag compared to real life but we need proof.