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Everything posted by Notso
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I'm well aware of all of that and I'm well aware that there are many reason one may oneself in a merge. But those reasons are rarely good. Either the sort and targeting plan went to shite, AWACS didn't have good SA on all the players, the bandits defeated your shots, the ROE drove you to a VID situation, among many other reasons. In the case of a VID merge due to the ROE, you should at least be able to control that merge entry such that there is a missile on the way from #2 the moment the VID call has been made. But again, none of the reasons to go to a merge are good. Ok, granted you didn't necessarily fuck up - but going to the merge is almost always the tertiary or lower option.
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I Totally understand that. I was simply relating IRL vs DCS make believe. BFM certainly hasn't gone away at all in real life, it's just that technology has changed some of the mindset of how best to get a kill. In almost ALL cases, a quick kill and then exit the fireball area is FAR preferable to this sustained turn rate vs radius game. Everyone needs to understand that BFM is a skill. A tool in the tool box. A stepping stone to learning how to employ in many v many. The chances that you would ever be 1 v 1 in a classic BFM fight IRL are so small that it's not even worth considering. Why we teach BFM is to learn how to manage your aircraft's energy state to either pressure the bandit long enough (offensive BFM) or survive long enough (Defensive BFM) so your wingman can pop the guy from across the circle and then both of you run like scared little school girls while shitting your pants and hoping there are no more bandits around.
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If you're going beak to beak with someone inside 9x range (outside of training), you've already screwed up.
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Yep, in the F-15E for instance, we would aerobrake all the way to almost the far end of the runway, drop the nose and then let it roll until it reached taxi speed and then use the brakes to control the turn off into EOR. If someone overcooked the landing and landed long and had to get on the brakes early..... then even with anti-skid - you had a very high chance of hot brakes and worst case blown tire plugs. Well, worst case is a fire, but we won't go there. Brakes in a fighter are really only meant for taxiing and some moderate braking after landing or after a high speed abort. IME, almost all high-speed aborts resulted in hot brakes and/or ending up in the departure end cable.
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I find that in today's modern era of JHMCS, AESA and 9x The Rate vs Radius argument is slightly over-rated. When you can uncage and shoot a 9x at someone across the circle, the rate vs radius of the opponent becomes somewhat moot. That is ofc until you run out of missiles and have to revert to the gun, then all that comes back into play. Was talking to a F-15C buddy of mine recently and he said that while they still train to all the normal classic BFM skills and such, in reality it's who can look over their shoulder with the Helmet the fastest and get a lock/uncage and shoot faster than the other guy wins the fight.
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This happened to me as well just now. I had the exact same issues as the OP. My clock was off by one hour even though my auto daylight savings time thing was turned on. Manually adjusting the clock worked like a champ. Thanks for this thread! I was pulling my hair out.
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So, back to the shimmering..... I went back again last night and started up the supercarrier launch mission. This time, while sitting on the cat I really looked around and stared hard at objects. By really staring at something for a bit, I did notice some shimmering. There's a vertical pole right by Cat #1 and if I really looked at it hard, I could really make out a bit of shimmer. Same with the edge of the deck. But if I was just doing a mission and looking around normally getting ready to launch or when in the groove on final - I honestly don't notice it at all. Certainly nothing that detracts from game play IMHO. Personally, if you're staring at objects that closely and nitpicking the visual and blaming it on the headset - I think you all are missing the point of both DCS and VR entirely. I have a G1 and I find the G2 slightly better in every way. The fit, the clarity, the color, etc all add up to a better overall experience. The G1 is really good and G2 is better. But not a generational leap better. I think for those who are expecting it to be an entire new level of WOW are going to be disappointed. It likely should be called Reverb Gen 1.5. YMMV
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Same here. I ease the strap on top a little and pull the back of the head piece a bit further down on my head and then tilt the headset down slightly to get the sweet spot just right. If I get it positioned correctly, its really good visuals. Positioning on the face is super critical with this HMD.
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How is this possible? Can you please provide a screenshot of your DCS settings? I don't see how you're running the G2 @ 100%SS, 2x MSAA, on a 2080ti with no shimmering. Over water I could see that but not on the SC or airbases. Sorry for the delay in responding to this question. I haven't had much time to get on the computer. But I loaded up a SC module and while sitting on the cat ready for launch in a Hornet, I looked around quite a bit and really concentrated on the visuals. And nope, I didn't see any blurring, shimmering along the edge of the flight deck or any of the other described issues. I dunno what to tell you, but I'm not seeing any of the aforementioned issues. Everything looked clear and crisp to me. The deck was well defined, the deck crew were all in focus, etc. I did some cats and traps and even sat on the deck after my #2 wire pass (&*&%$$**) and watched my wingman come in and trap behind me. Everything looked fine. I'll see if I can post up my settings here in a bit when I get on again in a few minutes......
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Yep, I love VA for certain things.
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I would say the F-16 would be the closest in terms of doctrine and systems. USAF to USAF, rather than making the jump to Navy terminology, systems integrations etc. Especially since the A-10 and F-16 share most of the same HOTAS on the stick anyway. Having said that, I'm enjoying the Hornet mainly because it's more mature than the F-16 at the moment and it's closer to what I'm used to flying IRL than the viper is. Plus I don't particularly like the side stick, just feels wrong to me. YMMV
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Not that I've noticed. I'll go back and look closer. I just tend to concentrate on the flying and the mission itself rather than nitpicking every little detail. Maybe that's just me......
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What video card are you and the others who have said this hotfix improves performance?
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Best option for in cockpit controls manipulation.
Notso replied to KungFu's topic in Virtual Reality
I have found a fixed trackball works best for this. That way your hand doesn't have to move, but you can flick the cursor with the ball to where you need to around the cockpit. I have a small little pad right next to my right hip where the trackball sits and its easy to just drop your hand there to manipulate a switch. Ideally the left side is better because you can take your left hand off the throttle while still flying with your right, But I the track ball and the throttle get in the way of each other for a natural position for your hand to find it. But everyone is different. It works well for me. This^^. I posted before I read this. Yes, the big scroll ring around the ball is perfect for turning knobs. -
Is this maybe a 3080 card issue with the G2? I have a G2 running on a 2080Ti and have zero issues with any of the above described behavior. FPS are solid and I'm running 100% SS across the board and MSAA at 2x. Nice clear, stable and hi rez image with none of the shimmering - as I expected the G2 to be. It is definitely better than the G1 and the G1 I still have was/is very good.
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I just tried the F/A-18 Qualification Training mission for the JTAC scenario (Caucus). I go through the comms just fine and get the JTAC to say "laser on". But then the rest of the comms menu after that seems like it's geared for me using an LST (SPOT, Terminate, etc) but there is no TGP loaded on the jet. I have to reply with something from that Comm menu before I can get a new comm set of choices to call "IN". In any event, I go through the delivery once cleared HOT and the bombs hit near the target, but it's obvious they are not seeing the laser and not guiding. Any tips? What am I doing wrong?
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Sweet. I didn't realize there was a for sale section here. Thanks!
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Hey guys, I'm not terribly familiar with the best online sites to sell and trade gaming stuff other than something like ebay. I have a 6 month old LNIB HP reverb G1 I want to sell, now that I have my G2 in hand. Any suggestions for best places to advertise? And what would be a fair price to ask? Thanks in advance!
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coming soon... Display L&S of flight members
Notso replied to LastRifleRound's topic in DCS: F/A-18C
Damn! everytime I think I'm going to concentrate on the Hornet and not bother with the Viper - something like this comes along. I'm surprised that's not a Hornet thing. It's a basic capability that I thought was inherent in all Link-16 FTF data sharing. Makes me even more excited to get my hands on Razbam's F-15E Strike Eagle, as that (lock lines, wingman targeting, etc) is also a basic feature of the Strike Eagle's Link-16 display. The Mudhen will definitely be the best of both worlds between the Viper and the Hornet. -
I sort of get what you're saying, but the picture you paint are two people who have agreed to "fly" together as a crew in MP or SP - and then just start playing with each other's "stuff" randomly at the same times. The big challenge IRL in a crewed aircraft is the crew coordination that boils down to who does what and when. If y'all are hammering on each others switches, controls, stick and throttle at the same time - then you deserve to desync. The crew contract could be as simple as "don't touch my sh*t and I won't touch yours unless we agree on it ahead of time. As far as player input devices - I would assume that the buttons and controls are mapped to specific settings in their cockpit of choice. For instance, the TMS FWD button in the front seat might do one function while the same switch for the guy riding in the back would be mapped to a different function. Or in an aircraft like the F-15E for instance where either seat can control pretty much any sensor - that an "in command" function is set first such that only one person at a time can control the TGP or the radar. That's the way it works in the real jet. And other controls such as the stick, throttle, speedbrake, pickle button that can work simultaneously in either cockpit need to be coordinated as to who is using them at any given time.. And if it's not your switch to use, keep your grubby paws off it. The ability to fight over a sensor or control is a real life issue as well and if it's not coordinated, things go to sh&t irl too. SO maybe a desync and reboot every time that happens is not such a bad thing. It might reinforce the need to actually crew coordinate on who is doing what /when.
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Good job on missing the point entirely. Then please refresh me on what the point is.
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De nada. Keep in mind that these settings work for my system. Everyone is going to be slightly different. But hopefully it's a good starting point.
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Then that is a flaw in the coding of the tomcat. Shouldn't be possible.
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I'm not sure why this is such a big deal. The concept of two players able to operate a single switch is, IMHO, easily overcome. I realize there are DCS-isms where a RIO can move the camera and click a switch in the FCP of the tomkitty. But that's totally artificial and could be resolved with code that essentially locks out a switch being clickable from the opposite cockpit. In the F-15E for instance IRL - the MPDs are set up where either cockpit could run the TGP or the RDR, but you would have to be IN COMMAND of that screen before you can use it. So let's say the FCP of the Strike Eagle was in command of the radar and the DCS WSO moved the view to see into the FCP, he/she would still be locked out of doing anything with it because they would not be in command based on their cockpit assignment. Now, actual switches are another thing, but again I can't imagine it's hard to code a switch to be inactive if the incorrect cockpit is trying to flip it. The Same could be managed in a side by side cockpit like the F-111 or A-6. Ofc there would be common switches in the middle that either could physically reach and likely are shared IRL. However, the coders could designate switches and controls as Pilot only or WSO only such that if you are assigned to a specific cockpit in MP, you could see the switch, hover your mouse over it by looking over in that cockpit - but it would do nothing. For those switches that are shared - just as in real life - you have to coordinate with the other person as to who is doing what and when. I don't see anything brain melting about this. My understanding is RAZBAM's plan for F-15E multi-cockpit is to have live players only, e.g. there will be no AI WSO like jester. So if you're playing MP, you have to have a live WSO running the backseat. Presumably RB will allow a single player to jump back and forth between seats, as there is a couple of switches in the backseat only that are needed to turn systems on - such as the RWR, ECM, TGP, chaff/flare, etc. But that's a simple issue as a single player can simply hop in the back, flick on the power to those systems to turn them on and then the setup and control can be done from either seat once the sensor power is on.