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Prophet1606687883

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  1. Hmmm what about the Panavia Tornado? Swing-wings figther-bomber with two seats - would be interesting to fly and the two-seat setting would make for some darn interesting coop multiplay :)
  2. Is there any way to get this truly great app on android pads as well? This would be so cool!!!
  3. Same happened to me. Thought the stick was okay, but hell, it wasnt.
  4. - hmm can anyone explain to me the meaning of FOV? - alright, zooming seems like a good idea. I was using TrackIR only, maybe TrackIR + Zoom does the trick. (May be a bit unrealistic, but I can still think I am of Borg with an optically enhanced zoom-eye ;)
  5. Well, I hope it's got nothing to do with my age ;) (I am using quite new glasses) - but to my eyes the HUD symbology is ultra small. While the most important things (Alt, Airspeed...) are well readable, the targeting pipper is so damn small that I experience difficulties reading the scale that shows if I am in weapons range or not. While this is generally not a problem when I am using the Vikhrs (as I look at the numeric range display in the SKHVAL), I have huge problems assessing the optimal firing range when doing a run with the unguided missiles. Naturally I have to look out the front window when flying fast in low altitude and I can't afford looking down at the SHKVAL (or any other numerical display) to tell if - and how far - I am below the 2km threshold, aim, calculate the position of moving targets when the rockets impact, look for hostiles and avoid obstacles. The thing is that numerical displays take more time to read than those "symbolic" displays like the range scale on the aiming circle. It would be very helpful to have a larger scale on this aiming pipper. Even leaning in on the HUD (with TrackIR) doesn't really enlarge this tiny circle... Am I doing anything wrong? Or is there anything I can do to have lager symbols?
  6. We enjoy making fun of people who don't have much money, don't we. The jocoseness! (yeeah I know, sorry for the morale, but I have 2 games and it did not help, I still could not afford to improve my machine ;)
  7. is it possible that the radar altimeter is not looking absolutely straight downward? sometimes I got the feeling that the altimeter is somewhat pitched forward cause the autopilot sometimes seemed to try avoiding hills (thus increasing collective) even before the r-alt height dropped below security threshold. or am I mistaken?
  8. yes but it consumes quite a bit of engine power...
  9. correct me if i am mistaken, but betty always warned me when i needed to engage the de-icing. furthermore one may have a look at the flightplan, as far as i remember the entries also contain environmental information, among them the assumed air temperature.
  10. Well, yesterday all three of my wingmen flew straight into the (firendly) fire of four MRLS'. Really nice. All died. And that without being a decoy for my enemies, no, they just took out a few of our own MRLS missiles. The best thing is that even I (quite unexperienced) saw those missiles flying and stopped my helo, waiting for the MRLS to stop firing. Just my wingmen did not bother. By the way, this is repeatable, they always do that. Don't get me wrong, I really like that game. I just can't help to get the feeling that it is mainly a super-detailed, nearly perfect, simulation of a KA-50 - and beyond that, things like fighting or AI are some kind of "nice extra" - but clearly not the most important thing. As the programmers just recently brought out a 1GB patch I am just hoping that they will improve those things here and there, now and then - apart from the AI there actually have been quite a few very impressive improvements in the latest patch. Maybe the AI will be among the next improvements...? Another thing which I wanted to ask - is this stupidity just a problem of the wingmen or of NPC units overall? I noticed that no enemy whom I took under fire so long tried to evade my fire. Not even a BMP would flee when I was firing gun rounds at it. That is more like target practice. Admitted, when I get too close they will fire back. Alright. But they never ever change position or try to take cover or maybe even try to get closer to me (yes, sometimes they would have had plenty of opportunity for doing that, with nice roads where they could have driven to my position very quickly...) Is that always the same or is this a scripting-issue - maybe the guy designing the mission just forgot to activate the "take evasive maneuvers if shot at-button" ?
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