

maxTRX
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Everything posted by maxTRX
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Finally... the giant inverted WIFI symbol behind the boat is gone! Thanks ED
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Overriding FCS? You probably mean paddle switch. Pressing it would probably deactivate the pirouette logic but hey... some other crazy stuff could come out as a result. I would wait till FM update happens...
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After all this time I still have to constantly remind myself to ease up on the stick in most turning fights not to run out of steam. Forget the paddle switch... I did run into the dirt couple of times in the past when evading SAMs and paddle wouldn't have made any difference. The switch is there though, so... might be worth to do some creative tests. Let's see, perhaps if I could combine a pirouette entry with paddle, followed by... runs to the flight line
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I'm afraid this PA ATC thing might take some practice getting used to, depending on how well it's modelled. I'm quite happy with the current power response we have in latest OB. I might find ATC useful during level part of approach (at 1200') before GS intercept.
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Why won't my AI wingman refuel?
maxTRX replied to Stearmandriver's topic in Aircraft AI Bugs (Non-Combined Arms)
No issues in a SP mission (my own). I had my wingy flying left echelon on this leg of the route. Approached the tanker from starboard. It seemed like the wingy likes to plug in to the left basket, so I let him... I plugged in on the right side. It's been awhile since I refueled from the the right basket but I managed to stay just below the wake turbulence on my right and jet wash on my left. https://youtu.be/hwdu56GvNO4 -
I have to make a small clarification here. In the post above I stated that pirouette logic has not been implemented yet. Perhaps it has been, in the past. I do remember performing a classic, air show pirouette a while back and the yaw was definitely more pronounced. Currently, it looks like there is more roll. Even if the maneuver is done the way Wags demonstrated in his vid (done in an older OB build). Someone commented on YT that I entered the maneuver incorrectly. Yep, not exactly the way it's done at an airshow but I did enter below 210 knots and above 25 deg. AOA so the pirouette logic should have kicked in. Although, starting this with nose up would not produce a snappy response. Then again, I'm simply relying on vids and some feed back as a reference... I've never flown the real bug.
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I don't think the pirouette logic is implemented yet. I tried it from a pitch up to get above 25 AOA and below 210 kts and it simply looked like a sluggish rudder turn. Same when started in horizontal. When you have some more speed on the jet, say around 300 kts, the 'loaded' turns are very crisp. I like the way it handles at this speed range but... that's not a pirouette. Edit: The first attempt was entered within parameters and looked slow (split s would take the same amount of time to reverse), in the second maneuver I entered at around 300 kts and it sort of resembled a sloppy pirouette.
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That's why I always record a vid (a track at least) of every hop I make.
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Once you connect, it's easier to focus on some spot on a tanker, a refueling pod for instance and keep it aligned with top of your HUD or just below canopy bow (depending on a tanker). Following the wings of a tanker might be tricky since they don't really turn at the same rate for a given bank as our Hornets do. On top of that... AI flight model. Also, in case of KC135 MPRS, the wing dihedral might throw you off.
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Heavy loads or not, the jet was happily ripping through the air at 9.7 g. After few seconds, of course I was asleep... If you really want to get rid of your wings, accelerate to about M.9 or more in a level flight, flip the FCS gain switch to override, push the stick all the way forward and let go. When you see the pitch oscillations picking up, pull the stick all the way back. When the nose goes up to 15/20 deg., you'll see a nice orange glow in the mirrors.
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It seems like LTD/R in auto mode keeps lasing for a 'while' sometimes. In this clip I dropped 2 GBU24s on moving tanks (35kts) in one pass. The laser still kept going after the second impact.
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The updated penetration mechanism seems to only apply to some bombs.
maxTRX replied to Koren4613's topic in Weapon Bugs
I did a very quick test using 31(v)4/B. It does seem to have a delay, regardless of efuse setting. The first bomb and the crater was set to DLY1, the second one was INST. The explosion effects and damage looked identical. Perhaps it's just the explosion effect creating a very small delay. The effect in the F16 vid definitely looks better. -
The updated penetration mechanism seems to only apply to some bombs.
maxTRX replied to Koren4613's topic in Weapon Bugs
DLY1 seems to work on 31's in the Hornet. I tested v4 penetrator. -
Currently I can also reject it by switching TDC priority to another DDI and then back to ATTK. I normally switch to azel on LDDI then back to RDDI but like you said, pinky should also be an option.
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I can't believe it but I'm on ED's side on this one... No, actually in my opinion these black dots from afar are a bit too visible. Perhaps an occasional sparkle from a sun reflection on a canopy. At mid to 2 or 3 nm, it all depends on background and and lighting angle... and eyes. I use a lot of foul language when I loose track of a bandit but that's definitely not BS. One thing that cracks me up is an exaggerated puff of smoke effect from the motors. It applies to almost all jets here and could be a life saver.
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When you're right next to it, maybe. When you increase the distance the lights get smaller but the freaken glow stays the same size before blending into a blob. In my opinion, it should look like one of the brightest stars on a moonless night, perhaps bit brighter, right on top of (or next to) a blinking red colored star (military beacon), moving through the sky... no damn glow. As you get close, you should see some distance between these two. Within .3 or .4 nm, the position lights 'pixels' should perhaps be distinguishable. Yea, a little glow maybe around them and the beacon.
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Would 'dumbed down' be more accurate? I don't know how convoluted this code spaghetti is but for some weird reason we always have to loose something in order to gain something else
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Yea, I've been playing with all this stuff for a while. I was simply trying to find new and 'unreported' features... none so far.
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Nothing changed as far as I know. I turned everything on (NORM and both REJ modes) then disabled blanking altogether just for the heck of it and it all looks the same to me. I've always seen these in NORM mode. Unless I missed something.
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In TWS mode, what is the difference between EXP mode and SCAN RAID mode?
maxTRX replied to JoeAce's topic in DCS: F/A-18C
I was just playing around with RAID and as long as bandits were not too far from each other in vertical (if they were stacked... forget it) and was able to plink away 4 120s with all connecting. Nothing changed in ED's implementation of RAID in months. I was able to designate each bandit on RAID page with TDC. First press created a tiny diamond on bandits track, the second press designated it as L&S. I marked the vid on entering the RAID mode. Disregard the other 'stuff' in the vid, just goofing off with HUD + HMD setup... imagining I was flying fat amy -
correct as is AGM-65F FOV button sometimes not working
maxTRX replied to Topper81's topic in Bugs and Problems
I ran into this a while back. The way it worked at the time: you would have to zoom in before getting too close. It didn't matter whether the target was designated or not, you had to do it far enough from the target. I'm not sure if things changed recently but I doubt it. -
I wish that 'slew' was as fast as Hornet's TDC on HUD. Hornet/carrier ops fanboi here
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no evidence being possible Possible to select a specific waypoint??
maxTRX replied to Nealius's topic in DCS: F/A-18C
For me, it would be more about mark points. If I end up with all 9 of them in my database, I'd like to be able to put some sort of ID's on them (or I could use my kneeboard... in VR), to know what's what later on and be able to quickly punch them in as steerpoints. I suspect then between the map slew features and the CAS page there 'might' be something there. Perhaps I'm complicating this a little. So far this hasn't created any problems for me, just a slight nuisance in some situations. -
Oh well... then again, in the current state of DCS world this wouldn't have any practical use. Are there any sensors in DCS capable of picking up electronic emissions other then radar? How about Combined Arms? Any other modules? Speaking of Combined Arms, I have it but never really tinkered with it and I think it might be a good idea to get back to a pancake screen once in a while and try it out.