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MARLAN_

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Everything posted by MARLAN_

  1. Depends on what your parameters are, Gross Weight, Abeam Distance, AOB, Drag on wings, headwind, etc.
  2. Currently in DCS when the jammer is transmitting it degrades your radar performance, so a 48nm detection range goes to something like 28nm-ish (big "ish", I seldom use the jammer since its implementation is incorrect and ineffective, so I don't recall exactly the range, I tested it only a couple times when they changed it) Luckily we can avoid this part of the game by just not using it and/or not supplying/allowing the AI with jammers - real world you'd also have AIC able to help you with e.g. strobes and music calls for jamming contacts which the DCS AI controller is not capable of doing (and we won't always have human control)
  3. Up to 7 knots is acceptable (though of course they target as little as possible ideally) Anything above 7 knots requires approval from the ship's CO.
  4. Had 17 aircraft on deck last night, spotting the six pack and 4-row, all 4 cats refused to launch aircraft. Completely ruined the fun when people are forced to deck run and some end up in the water to get around this major bug. Until this is properly fixed, there needs to be some kind of bandaid fix where an F10 option can FORCE a catapult to take you regardless of whatever other logic is used.
  5. I use it, although I've never compared with using it as a livery, so I've probably been missing out on the gloss fix.
  6. For anyone interested: you can also load it at as mod into the root directory which will replace the existing default livery, although this will likely break IC. The livery configured as is needs to be modified to replace the root game livery though (so you can't just load it as is to the root) Create a mod with the file structure: CoreMods/tech/USS_Nimitz/Textures/USS_Nimitz.zip and replace the files inside USS_Nimitz.zip with the ones from this livery under CVN Common. I recommend using OVGME.
  7. Harpoons worked well for me recently, pop-up mode does well vs. point defense. The damage model is still bad so you'll need a lot of them, but that goes for any similarly sized weapon currently. Putting a 2,000 lb LGB on them works well if you are able to fly overhead. AGM-65F can work very well too.
  8. I think he was just saying his testing team didn't find the issue, not that it was fixed. I don't recall seeing it in patch notes, and it definitely was not working before, although my group avoids CASE III now for various reasons, mostly because it always causes clients to crash (possibly due to MOOSE usage, although due to ED's lack of, and until ED implements a way to turn the boat into the wind, some sort of carrier control script is required) All of that said, updates frequently include changes that are not included in patch notes, so it could be fixed now, I'm just not aware of it.
  9. BTW a related minor change since you seem to be looking into it: "Player: 010 ,airborn" should be "Player: 010, airborne"
  10. Would be awesome to have a slider. Something like 20% of current turbulence seems right based on what I've heard from SME's.
  11. Right Echelon Parade begins NLT Initial Anywhere else you can continue flying cruise, either echelon right or fingertip.
  12. Tankers (probably other aircraft, only tested tankers) become invisible on datalink when set to invisible with the mission editor command. This was previously not the case, and I don't think this should become the case. The invisibility setting is extremely useful to prevent AI from e.g. being engaged by other AI without having to worry about creating a fully fledged e.g. HVACAP plan which is not currently ideal in DCS, or many other various uses where you want to prevent AI from being engaged, without making them disappear on friendly link. If this was intended, it would be beneficial to add a sub-option that allows/disallows link. InvisOffTankerVisible.trk InvisOnTankerNotVisible.trk
  13. It does not extrapolate the ship's future position, you will need to adjust as you approach.
  14. Aside from the AI crashing into the ground seemingly quite frequently, they are in my opinion, much better than before... that's not to say it can't use more improvements, they still make a lot of poor decisions, but at least they perform what resembles BFM compared to before. I'm very happy with the update, and look forward to future refinement.
  15. If I recall correctly the mission file/table inside of the *.miz does not contain parameters for the 1660ft winds and it is automatically generated based on winds at 33ft - that may be already what you're talking about with the weather.dll (not familiar with this) but it does seem currently to be a limitation until fixed in ED's back end
  16. Is anyone else experiencing this? Just this night I launched off of the carrier and hit my BALT hold at 500 feet and it also engaged CPL and it's happened to me a few times now since 2.8 (never happened before) Seems like a bug
  17. Apologize if this already exists, I only fly the F-18, but as far as I know there is no way to enable secure radio without a live RIO or changing seats (understandably tends to be something pilots don't want to do) Would be nice if secure radio could be used during flights with F-18's
  18. This is not the case IRL, there are a lot of measures in place to prevent fratricide but ID does not inhibit launch.
  19. as title SeaContactHSIIncorrect.trk
  20. Friendly aircraft should be the lowest priority to be designated when stepping through tracks. I don't believe this is the case in DCS.
  21. Are any of these related functions helpful? Maybe check if getMissionOptions returns? https://wiki.hoggitworld.com/view/DCS_func_isServer
  22. A rhino pilot in my discord group/wing says he holds down the trigger for a couple seconds. I didn't think to clarify his answer whether he was taught that/it's required, or it's his personal habit pattern or whatever else, but based on that limited information it does sound like the current implementation is correct.
  23. Yea the ASE dot as far as I've seen is completely unusable floating around the HUD almost randomly. The "known issue" makes it seem like it's sometimes usable, but I guess that's true since it occasionally randomly floats to the right position for a brief moment. Hopefully when it's fixed they also add the correct lead/loft calculations as well
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