Jump to content

MARLAN_

Members
  • Posts

    626
  • Joined

  • Last visited

6 Followers

Personal Information

  • Flight Simulators
    DCS World
  • Location
    Canada
  • Interests
    CVW-8
  • Website
    https://virtualcvw8.com/

Recent Profile Visitors

3981 profile views
  1. Still a bug in the latest version.
  2. "Still" this is my first comment in this thread, no? You're also hyper-focusing on proximity fusing. Its a way to mitigate the issue, but doesn't resolve it. These barrel rolls can cause the AMRAAM to miss by easily enormous amounts, a proxy fuse isn't going to make a missile missing 1000ft+ suddenly be useful. If we ignore reverse-engineering a multi-billion dollar project, this can absolutely be solved. For example, if they so choose, they could make the AMRAAM fly at Mach 69 and do 10,000G turns... Its their sim, they can code it however. Now obviously they want it to feel reasonably realistic so my example is insane if realism is the goal (and should be), but its absolutely possible to fix. Also note, realism is not the same thing as real which seems to be their goal right now with reverse engineering...
  3. I don't understand why ED is trying to reverse engineer a multi-billion dollar AMRAAM project instead of creating a reasonably realistic simulation AMRAAM instead... We don't need a full simulation, especially if it doesn't work. Its a nice to have sure, but it needs to work. If something can be made more realistic that's great, but if it causes the missile to be defeated by hilariously simple maneuvers like this, how about we just stick with a reasonably realistic simulation instead. I don't care how much depth the AMRAAM has in the internal code that I can never even read anyway, if it feels real, that's good enough. For example, if ED decided to implement background cosmic ray radiation causing random errors in the sim... I mean.. great, I guess, I can't argue with something being more realistic... but if their code adds a bunch of ridiculous bugs it wasn't worth it.
  4. The pilot in the video is flying perfectly once he's hooked up. He only "battles" initially because the basket is moving in the wind/turbulence. Again, nothing to do with the F-18, those are core game issues. And as mentioned, the sim FM isn't going to be *perfect* to real life but it is very close. It's one of the things ED has done very well.
  5. What are you even talking about... I didn't magically appear perfectly behind the basket, I moved there. My flight is stable because I am in control of the aircraft. "Notice the small precise movements the aircraft makes with no tendency to PIO" ... You mean exactly what I just demonstrated? --- Obviously the basket needs physics added (and needs to be deployed prior to pre-contact...) and wake turbulence and wind simulation needs improvement but none of these have anything to do with the F-18.
  6. Seems fine to me.
  7. ED has been loud and clear to the community via their actions, not words, that the Supercarrier is one of the lowest priority modules, and they don't care if the catapults are broken for half a decade.
  8. It's multi source integration, not sensor, by the way. Should help with your key word searches. @BIGNEWY
  9. If an aircraft tickles the "catapult zone" the shooter will "lock on" to that aircraft and never release, meaning that catapult is now permanently assigned to that aircraft, even if they have no intention to take off, or use that catapult in the near future. When an aircraft leaves the "catapult zone" it must be released for anyone else to use! This issue just about bricks any sort of organized large force event where you won't always be the first to launch (or at all). Taxiing on the deck and if you tickle the zone now the catapult is locked and nobody else can use it. Please prioritize fixing the catapults, they have had these types of issues for years... Every time I/we run a mission I want to pull out my hair when the most frustrating part of the entire mission is the very beginning, every, single, time... can barely get the jets off the deck. It really cannot be that hard to at least check if an aircraft is in zone, and if not, reset the shooters... Even if they teleport to their beginning animation that's good enough for now...
      • 1
      • Like
  10. The altimeter is always magically correct on spawn, it would be nice if it wasn't, maybe make it choose randomly within a reasonable range (simulating the previous flight having a different altimeter setting)
      • 2
      • Like
  11. Been over a year, any news on this? LOST cue is very important for BVR employment, its a shame we have to "guess" on all of this stuff so far (including the very incorrect DLZ calculation)
  12. You do not need your radar on to launch, you will just have very poor track quality. There is also special handling for firing with the radar set to silent (quick look mode).
  13. They still consistently don't accept aircraft. Its comical at this point.
  14. I've provided tracks but I keep getting ignored. Here it is for the third time. server-20240417-160837.trk
  15. Thats just how it works, your event is from X to Y. At X you start launching, and at Y you start recovering. If there was no launch happening you could be in the groove ("breaking the deck") at exactly Y, e.g. exactly at 1100 if it was 1000-1100, otherwise you need to wait for the waist to be wrapped first.
×
×
  • Create New...