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Redeye 43

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  • Flight Simulators
    DCSW, Falcon BMS, assortment of old Jane's stuff

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  1. Invincibility seems to work, judging by the staunch refusal of any vehicles I control to die when hit by anything. Adding unlimited ammo would be very nice for target practice- just have the vehicle rearm after a couple seconds, like how aircraft handle it, once ammunition is depleted. A secondary suggestion is to allow disabling TrackIR views in sights, or disable them automatically- my head swinging to and fro while I'm trying to aim using a sight dot is very annoying, and turning off TrackIR for one module seems pointless when it's fine in the external/isometric view.
  2. Discovered the problem on the Moonlight Flight mission in the Gulf. When I listen to the beacon with the R-828 alone, I can hear it fine. However, when I switch to the ARK-2 and try to listen to it through the radio control dial, there is no sound at all. I have tried all the volume knobs in the cockpit and cannot manage to fix this, so I believe it is a bug with the ARK-2.
  3. When using lock specific target, he can pretty routinely lock up targets he can't see, but when using lock first target/friendly/enemy, he doesn't notice them at all on the datalink. Is this intended behavior? Seems like a bug, since datalink is so useful.
  4. Seems to me like this is all we need to know for accurate missile simulation. Basically make a 70 Hz spinner, give it sensitivity fitting for a lead sulfide detector, set its FOV, IFOV and tracking rate, and you're done. For any other missile, adjust fittingly. Monopulse seekers like the AMRAAM, Phoenix and 7M on can be simulated a lot more simply, but at least some work should be done to mimic the action of older missiles, imo.
  5. I was under the impression this had started in around 2015, and the Apache we're getting is 2007-odd. Eight years is a long time, but DCS has been around for longer than eight years. Good point, though. Maybe in the distant future.
  6. Apparently, M-DSA Phase 2 was a thing and brought such ridiculous things to the Apache as color vision and an eye-safe laser. Any chance this would be implemented in an upgrade kit, perhaps a future Guardian, now that the Longbow is in fact happening?
  7. The old seekers probably have their whole blueprints out there - for newer or badly-documented systems, approximations can at least be made. The early AIM-7s also had weird behavior, iirc, because they used two spinning horns instead of a slewing antenna? My memory isn't the best on it, anyway. I'd at least appreciate an advanced missile simulation engine so that missiles for which data is available can be simulated accurately. It'd be especially fun to see the eccentric twisting of an AIM-9B.
  8. The old AIM-9B had a very simple spin scan seeker that caused its characteristic 'sidewinding' motion. Later variants had different seekers that conferred different behaviors which are not currently accurately simulated; countermeasure resistance, multi-aspect behavior, etc. Radar-guided missiles that used conical scanning also exhibited these not perfectly straight paths. Accurate missile seeker simulation would greatly improve the behavior of weapons in DCS.
  9. +1. pls ED, it would make me happy. Especially hitting the JETT switch with unlimited CMs would make me Very Happy. MiG-21 already does this in connection to unlimited ammo setting.
  10. When manually controlling AA guns with radar like the ZSU-23-4 or the Tunguska, although an aim indicator is available, the turret cannot be slaved to it. This contradicts real-world behavior of nearly all radar-directed AA guns. This also applies to missiles with turreted launchers. AA guns with equipped radars should be able to slave their guns to those radars in accordance with the aim solution.
  11. Oh, no, I do know how to not rip the wings, it's easy in a 21 too with how stubby and resilient they are. But sometimes I just want to pull 15G and mess with the AI, it's cathartic, and this is a feature that isn't working.
  12. This bug is still present. No change. And now we can't set the SMS to 99.
  13. Title. G-damage does not respect the Immortal option. Neither do pylon G-limits, on another note.
  14. Something I really wanna do is make crazy 20-30G pulls with the F-14 for pure kicks with Immortal on. This is, of course, impossible, because the INS will not survive a 20-30G pull. Any chance for a perfect INS option or something along those lines, if it's easy to program? Maybe two options - one for INS drift, one for high-G stuff?
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