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Exorcet

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Everything posted by Exorcet

  1. Rearm and refuel doesn't always take hours. Quite a few planes boast being able to perform the task in minutes. In anycase, I think a sim should have the option to model everything realistically, even if few might use it. Put a slider somewhere to set reload time so that it can go from 1x speed to 10x speed, or whatever is needed. Also, real life is a really mixed bag. In topics like this people like to argue that reality always goes a certain way, and that it's boring, but that's not really true. Just for example contrast this: With this: https://en.wikipedia.org/wiki/Lachhiman_Gurung The wiki story sounds like a video doesn't it? But it's actually the true to life story. Of course, the situation I quoted isn't unrealistic either, I just want to point out that that even in an extremely realistic environment, it can be hard to predict what will happen.
  2. A huge yes to this. A very long requested feature that would be very powerful. Moving triggers are borderline unusable when limited to unit level only.
  3. The C is already underpowered for BVR fights, bring on the A. Being worse is a selling point, it means it's different. Capability is relative anyway. In period correct servers, it's still going to be one of the top planes. It will certainly outperform MiG-21's and Mirage F1's.
  4. Is there any possibility of having an AI A-7D included with the A-7E module? This is just for the sake of slight historical accuracy, as A-7D's were used by the Air Force and would make more sense as land based units. The two versions should be fairly similar, I think the D may be a little lighter. If adding a second AI version is too much, then perhaps the inclusion of Air Force liveries and the ability to disable folding wings (it seems like I was mistaken and the D retains folding wings) would suffice? Of course I would not say no to a flyable A-7D either, but I'd assume this is out of scope for now.
  5. Great to see multicore coming along. I really want to see how this impacts performance. Also, while I know it was long, long shot, I was eagerly hoping to see a teaser for FF F-15C. Maybe next year.
  6. While this should be among standard wingmen commands, we currently have two ways of doing this. One is through scripting, where you can display any plane's fuel state at any time. The other is a recently added trigger that activates when a plane reaches a specified fuel state.
  7. AI does have radar. It's why many mission makers really want detection triggers in addition to X in zone triggers. X in zone is all seeing, while AI radars are limited by RCS, beaming, terrain, etc.
  8. It depends on the mission, but minutes are just fractions of hours anyway. 15 minutes = 0.25 hours, etc. Also, the previously mentioned FPAS MFD page will tell you how much fuel you'll have when you arrive at a waypoint, so you can just bring it up instead of trying to work it out yourself. I've found that it's fairly accurate.
  9. Like anything, AWACS have evolved over time. Having period correct or nation correct AWACS could mean having different levels of radar performance. EC-121's for example had less range than E-3's and also were worse at dealing with targets over land. We also need weaknesses like that modeled along with modeling the actual command and control elements of AWACS.
  10. The Hornet has a MFD fuel page, you don't need to calculate anything at all. And why is fuel/min better than fuel/hr? You can just convert by 60 if you need the other.
  11. Sounds like a horrible restriction any time you're flying a realistic mission, which could span hours and hundreds of miles. Let people Esc whenever, just make it such that if they do it while airborne, the plane doesn't despawn, so it can still be shotdown. Or count leaving the slot as a loss.
  12. I have no use for the condition option under groups. With triggers, it's simple: Mission Start : Flag set random value Once : Time More than X : If Flag > X, spawn group. The second line can probably be mission start too, but I usually delay spawns to keep mission impact low.
  13. Thanks for the update, this is really good news. Although one thing that I've been wondering about is if we'll have access to the strategic AI outside of the DC? For example, it would be interesting if I could make a single mission in the existing ME, manually setup my side, but then assign units to the enemy side and leave the AI to decide how to use them. Is this a possibility? Or will the AI remain part of the DC only? If it's possible to separate them I'd really encourage ED to look into it.
  14. Leave and go home. That's the only realistic option here. A S-300 with backup should be pretty much invincible to a single plane by design. Best bet if you want to try anyway is probably JDAM since they can't be shot down. Use the F-16's acceleration to lob them as far as possible and also to outrun missiles fired on you by getting into cover. Although note that the F-16 will hit its max speed at low altitude very quickly. There is no penalty in DCS for exceeding this speed, but in real life you wouldn't want to go over it.
  15. Not a solution to your problem, but a suggestion; I have no idea how DCS's backup system works. By the time it was made I had already been making my own backups because of a similar problem. The save button might as well not exist for me, I always save as in the ME until finished, then go back and delete the old versions.
  16. It doesn't have to be the Hornet. If we're not limiting AA to BVR, then the Harrier is pretty capable against the right adversaries for an attack plane.
  17. The Harrier has bit less range, but is typically used closer to the front lines, which makes up for its short legs. It also has a built in FLIR and the ability to project FLIR info on the HUD, which aids in the night attack capability it was designed for. The Harrier is also the only aircraft in DCS with Sidearm missiles which are nice against shorter ranged SAM's because they're not as heavy and draggy as larger HARM's. Another interesting weapon is the APKWS guided rocket which allows for a very large kill count against vehicles and soft targets. Overall I'd classify it as a better CAS platform and probably a better module if you like shorter rather than longer flights. As a VTOL aircraft it can also operate from unique locations and is carrier capable. The Hornet is infinitely better at air to air, can carry larger SEAD weapons, has more standoff capability, and is better for longer flights. It's a newer module than the Harrier and is still being fine tuned both in flight model and avionics, though at this point it is pretty close to where it should be and shouldn't go through huge changes. My biggest gripe with it right now is that it has overly harsh radar lookdown penalties that make it unreasonably difficult to fight BVR without being coaltitude from your target. However ED has said they will look into this in the short term.
  18. You don't really have to be, just fly higher. It also helps to target a certain speed. Use Max AB for acceleration and then use a lower AB setting for supersonic cruise when you reach your desired speed.
  19. It doesn't require scripting, just the use of some ME tools. I think the only outstanding issue here is that "follow" is coalition locked, other wise doing what you want isn't that hard. To each their own. I'd much rather deal with the air units that actually do things rather than completely static ground units. In my opinion until SAM's at the very least do more than sit around with their radar on forever waiting to die, they'll never be as interesting as fighting DCS's air AI.
  20. Civilian planes would certainly be a useful addition. Hopefully they would also come with improvements to the neutral coalition, which last I checked AWACS would always declare enemy. That's less than ideal with airliners flying around. Having these planes would also be a nice realistic way to fill out and visually distinguish civil airports when flying around.
  21. FYI, most laptops will allow you to change how the Fn key works. It seems like your laptop is defaulted to Fn key always on with Function buttons, which I find extremely annoying. How you change settings varies from laptop to laptop, so if you want to fix the Fn behavior so you don't have to press it do an internet search for how to switch Fn key functionality with your laptop. As for quieting the engines, there is an option called something like "sound as if wearing helmet" this will make most ambient noise a lot quieter.
  22. DCS doesn't have auto backups, so I'm assuming the backups you mentioned are ones you made? If that's so feel free to delete them.
  23. Exorcet

    Q on FLIRs

    It shouldn't cause a problem to rearm.
  24. Exorcet

    Q on FLIRs

    ATFLIR is carrier rated, used by the USN. LITENING is not carrier rated, used by USMC, and for roleplaying as a Spanish Hornet. LITENING was added first because it was already in the sim. ATFLIR would be considered the main pod for our Hornet.
  25. FC3 can teach you about flying, air to air radar, air refueling, BVR tactics, WVR tactics, dumb bomb/rocket employment, flight profiles, and probably a few other things. Despite the simplifications these things aren't far off from full modules. What FC3 lacks are accurate radios, high fidelity datalink, AG radar, smart weapons, targeting pods, and emergency procedures. Consider the A-10C too, it's quite modern and complex, though not a high speed fighter. It's even slower than the AV-8. If you stick with it, you'll eventually learn the Hornet. Then you can move on to another plane that is more challenging to fly. DCS can take some time to learn, but proficiency in more than one module isn't impossible. It depends really. The F-16 will teach you a lot about US weapons and tactics. It also shares its flight stick with the A-10. However the F-16, as an Air Force plane, uses boom refueling as opposed to basket refueling on the F-18 for example. There will be some things that will carry over to other planes and some that won't. Even if the F-16 might be easier, because not everything carries over, you are probably best off just training on your favorite plane(s). The reasoning is similar to trainers basically. I can't give a specific timeframe for learning a module. I started DCS a decade ago and even then I had previous experience with its predecessor, LOMAC. However I do remember my skills gradually increasing with practice. When you can remember how most of the systems work, you should be ready for missions. It doesn't mean you will succeed, but you should try just to get the experience. I suggest learning one type of mission at a time (CAP, SEAD, Antiship, etc). This way you can learn in smaller chunks, and your missions are going to only focus on one or two goals anyway. It's extremely unlikely that you will need to use every system on the plane in a single mission.
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