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Everything posted by sLYFa
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512x512 is the size of the indivudal tiles in the LOD sheet, so make sure to resize the original sheets to that exact size
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Both screenshots are clearly taken from a viewpoint in the front cockpit (or just above the RIOs dash panel) . If you are in the RIO seat, you cant see those lights so again, there is no need to sync them.
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There is no way you can see the pilots caution and advisory light panel from the RIO seat so why waste bandwith on it.
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The spin pattern is flown at 1200ft and can require quite a lot of bank, 300ft of seperation is not that much for such a maneuver. At 1500ft you might also get in the way of aircraft commencing from 2000ft. I'm not saying that sitting on top of the stack is the best option, but apparently, thats what is common IRL (as per Pieterras who knows this from RL pilots). Unless you have any credible source that says otherswise, 1500ft is not the altitude recovery tankers sit at commonly but is a lower limit for recovery tanker ops.
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The minimum altitude is 1500ft. Nowhere it is said that this is The minimum altitude is 1500ft. Nowhere it is said that 1500ft is THE holding altitude for a recovery tanker. And as @Pieterras said, 1500ft is rather impractical for case I. I would love to see ED make a "hawk" function for the S-3 (or any other CV tanker), maybe one day...
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You can use the nws button too. The automatic nws off after cycling the hook is just a handy feature since IRL you would always cycle the hook on deck before launch.
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What you see when looking down the intakes are the inlet guide vanes, they don't spin. The fan behind the IGV already spins ingame (you have too look closely though)
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Mil power in the wires for both aircraft.
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fixed F-14 Static Object - "Extreme" Wing Oversweep
sLYFa replied to Vultee59842's topic in Bugs and Problems
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The tomcat has its own IFF interrogator and does not need an E-2 for that. Jester does actively IFF targets in TWS or STT and assigns the respective type to the tracks. I'm not sure though if he starts to visually IFF targets once in visual range.
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If always wondered whether the max rpm under crossbleed cranking was too low. In the B, you barely get above 15% while in the A 10% is as fast as the TF30 will spin. OTOH, 18% is supposed to be where you move the throttles from Off to IDLE. Now I never experienced a hot start even in the A so I wonder if this is intended/correct behavior.
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make sure NWS is off before launching
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Hb looked into it based on your report and admitted they had it wrong and now you p*ss on them, way to go...
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I was talking about the flap setting but yes its always MIL thrust for controlability reasons in case of an engine failure in the B. In the A, a potential AB lighting failure at high AoA/sideslip outweighs the risk of loosing control with a single engine in AB. Therefore, use zone5 for high TOW. This way, you will have enough thrust for a positive climb in the event of an engine failure during the cat shot.
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Catapult shots are full flaps only, shore take-off can be anything based on runway length/TOW
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Mission 1 - Feedback ***SPOILERS***
sLYFa replied to Strider21's topic in F-14A Fear the Bones Campaign
The 6-7 degrees is the magnetic variation (i.e. the difference between magnetic and true north) in the caucasus region. This is not an issue since all charts and ATC instructions will be in magnetic heading which is also what your flight instruments should show. What I mean is the distortion of the magnetic field caused by the carrier. This causes your heading gyro to misalign during startup (the INS is unaffected, its only the AHRS which happens to be the primary source of heading information). AFAIK only Heatblur models this and the effect is somewhat random. Sometimes its only 10° but I've had errors of up to 40°. This is only an issue during take-off/departure since the error will eventually go away in flight as the AHRS re-aligns itself over time. -
Mission 1 - Feedback ***SPOILERS***
sLYFa replied to Strider21's topic in F-14A Fear the Bones Campaign
you are welcome and thanks for the campaign (I actually bought it only for the skins but then I though I might as well play it :D) The tacan bug thing is really hard to work around, maybe just mention it in the briefing. Btw, I made a custom late 80s VFA-87 skin off of photos from that time. Nothing fancy but looks a lot more accurate for that time than the default one. If you want I can send you the files. -
Mission 1 - Feedback ***SPOILERS***
sLYFa replied to Strider21's topic in F-14A Fear the Bones Campaign
Just wanted to add my 2 cents since I started this today too (only mission 1 and 2 so far). I really liked it so far, despite being a casual campaign (at least thats how I understood the advertising), its pretty procedure focused. A few notes though on mission1: - There are no clearing turns during CaseIII departures - There is a bug with the Tomcat's TACAN in that the magnetic error caused by the ship affects tacan radial and bearing indication. You therefore need to either resync your AHRS once airborne (rather tricky since this can be only done in unaccelerated level flight) or go into DG mode and manually align the AHRS to the correct course while starting up on the boat (you can get the heading from the F10 map or use BRC+90). If you dont do any of the above, chances are high that you will fly a completely different radial as well as have a lot of trouble maintaining the 10nm arc. Maybe thats the reason why some people have trouble with the mission. -Departure should tell you to climb to your assigned angels right after you leave the deck. IRL you set mil power and keep climbing at 300kts until you hit your altitude (which is either pre-briefed or assigned through DEP). If you get that altitude only after flying 7nm out (like it is now) you will be well above angels 10 and need to descend again. - The tanker is a little too far out IMO. The point of the bolter-tanker is to fuel up aircraft as quickly as possible, being 30nm away from the boat at an offset to the holding radials doesn't help that. - Terminator 2 was released after 1989 Looking forward to the next missions! -
one-eleven - F-14B
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You do know the tomcat has a low and high rof setting for the gun? Jesus christ there are many (mostly little) things you would want HB to spend time on but trying to get the gunsound 'right' from low quality recordings and SME memory is really not one of them.
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Here is my suggestion for blueship formation and static objects on the carriers. Shouldn't be too fps heave (I used the old Hornet models) but provides for a more "authentic" feel. Btw I noticed you use a switch waypoint action for the AWACS and Tankers. Could it be that this breaks when they get engaged? You could try the "orbit" enroute task and set the duration to 2h or so and have a new AWACS/tanker spawn after that. Anyway, hope this helps and looking forward to round 3! Marianas1991_blue_ships.miz
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A few things I noticed from a Tomcat perspective during the first 2 hours: -Tanker did not work. It was there, tacan working but you couldnt contact it from the f10 menu -Tacan and ICLS didnt work for TR from the very beginning (guess thats the old carrier randomly drops tac/icls bug). - the TR is too close to other carriers for a comfortable case I approach. You have to fly right over the Tarawa which brings a lot of midair potential I've also had the impression that the SEAD mission didnt really move forward. I guess thats due to a lack of coordination between CAP and strikers and the fact that our GCI went midnight after 40min or so (not blaming any1, thats just the nature of casual PvP servers) Overall it was great fun and I hope to see more of this in the future! A few suggestions from my side: -move the escort ships 20 miles west, this makes for a more realistic CVBG formation and provides a little more sam cover for the AWACS and Tomcats/Hornets during RTB -Spread the carriers further apart -Add a tanker overhead the carriers -A few statics on the carrier deck would be nice Again, thanks for hosting this!