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Uxi

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Posts posted by Uxi

  1. I have most of the Display bound to my VKB MCG Pro along with the nav steer commands. 

    I have the autopilot bound on my Virpil throttle.  The rest are my fuel probe, nose strut, and spoiler and brake. 

    AIR Source you only need two for refueling, but cycle through everything but RAM Air on an Cold Start. This is mostly for immersion/ realism and only need Both/off for in game effect. 

    I did build a button box for all air source as well as lighting. The next most important are the vertical panels for landing gear and tail hook. For myself, I most desire emergency wing sweep. 

    VKB_MCG_20221114.jpg

  2. On 3/14/2023 at 5:00 AM, IronMike said:

    Tape was also something used by pilots themselves, though not sure if in regards to the buttons popping out. But we know from some pilots that they would tape switches to have a more haptic feedback of what is what, or tape up lights that would distract them, etc... The upside of tape is that it can be applied by anyone at anytime, with practically zero effort, and removed just as quickly.

    Clicking on it to remove it (like the HUD camera) would rock.  But that should only be for the tape more than the wire maybe... probably too complicated....

  3. On 2/12/2023 at 7:37 PM, Chronocidal said:

    All looking amazing folks!  I'm midway through solving whether I want to go full F-14 or hybrid Horncat pit.  It's not hard to mix the two for VR purposes at least, left and right upper consoles can easily fit everything for both, but I'm trying to work out a scheme for making the wingsweep and flap handles work with the WinWing Hornet throttle.

    I've been working towards that myself in how I'd envision the F-14E.  Basically 3 DDI across the front and an AMPCD where the HSD is. Left vertical panel would have the Hornet E-Brake and Select jettison and Landing Gear handles in their Tomcat equivalent positions  while still having the Tomcat nose strut, fuel, spoiler switches, etc (probably reusing these Hornet flaps, etc).  Rather than the ACM panel bind the top center DDI top row for most of the ACM buttons and above that a miniaturized UFC (Similar to the F-15EX) with the ACM and master arm levers on the ends (they'd be flipped in real life like the F-14D and F-14B Upgrade with Sparrowhawk but for sim purposes be where they are in the F-14A and B.  

     

    • Like 1
  4. On 1/6/2023 at 10:12 PM, foxmagnet said:

    Navy Phantoms are launched old way, the bridle.

    Does this mean we need proprietary carriers with older model catapult to do carrier ops with F-4?

    Or do modern catapults still retain bridle launch capability/able to swap between older/newer catapult shuttle?

    File:F-4J Phantom II of VF-33 on a catapult of USS Independence (CV-62), in October 1974 (NH 97718).jpg

    Should only be to do it realistically on the Forrestals since there's no bridle catcher on the existing Roosevelt sub-class Nimitz supercarrier (perhaps they would add older models tied to date on the current Supercarrier... though should also change the camo on the deck crew, etc too).  Perhaps we'll get official Supercarrier 70s versions of Nimitz & Ike. 

    Enterprise is the carrier I want the most. Would be nice to see the Kitty Hawks, too. 

    Even our current Forrestals have weapons and details that would be anachronistic though.  Could take off the CIWS and change the TF-30 on the fantail to a J79 maybe...

    • Like 3
  5. They all move in 100% in step and synchronized motions,  which is immersion breaking,  too. The runs they were doing before had awkward transitions,  though.  Somewhere between the two with some random variations would be better. 

    • Like 4
  6. On 12/28/2022 at 1:47 PM, SgtPappy said:

    I know this gets a lot of flak, but this is why I think having varying levels of weapon reliability would help the game. I could've sworn I've seen it implemented via script in some dogfight servers. Then each mission designer could tweak the level to suit their audience.

    Some argue that it would be unrealistic to model random weapon failures due to all the variables/causes but I believe the end user wouldn't see these variables - they'd just see the missile not work when it hung, fell off without firing, decided not to guide or exploded early. All these outcomes were possible in SF2. The causes are irrelevant for the crew at the time of pushing the button.

     

    Would be cool for the after action report at the end of the mission should tell you.  And yeah it should be worse in an SEA map than at NTTR. 

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