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SCPanda

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  1. SCPanda

    Supercruise?

    6 120s, 2 9Ms, full internal fuel, no tanks. I found I was able to fly at M1.0 somewhere around 20-30k. Fuel is obviously not full since I had to takeoff, climb, and accelerate to that speed. So I am pretty sure you can supercruise with a clean jet.
  2. I have the same issue. Can someone from Razbam confirm how the radar elevation works on the real SE throttle? Is it like the Hornet that the rotary dial is spring loaded and it auto centers after you release it? If it is, can we have an option in the special menu to bind it as a slider axis or an actual rotary dial that doesn’t center? Because most consumer hotas on the market has a rotary dial that doesn’t auto recenter unless you buy the F-18 throttle from Winwing.
  3. Hi Tim, First, thank you for the explanation. But the quoted text above is where I am a little confused. You said default for VR is 8cm. In the special options, the default number for VR is set at 5. So 5 in game=8cm? The default for track IR is set at 0 in game. As a track IR user, how should I change to number to match the 8cm realistic eyepoint position. Is there a recommended number for track IR? Thank you in advance. Best, Nick
  4. So the radar elevation rotary knob on the Strike Eagle works like the Hornet? It actually doesn't work like a knob/slide but a spring-loaded switch that centers after you release it? I tried to find the answer in the manual but it doesn't really explain it. On my HOTAS, my radar elevation is a rotary knob, so if it's not centered, the elevation setting in the jet will just keep moving up or down, which is kind of hard to use. Could RAZBAM add a special option to make the radar elevation knob works like a slider like on the F-16?
  5. F-15E and IFF I understand you use the Coolie switch on the throttle to iff interrogate, but I’m confused about whether it’s coolie left or right or what should I bind to my controls. In the IFF section of the manual, page 326, it says use coolie outboard (right) to iff. In the HOTAS section, page 73, it says coolie right is inboard and left is outboard. So the manual is contradicting itself. When I fly the jet, pressing coolie right in game doesn’t iff, but pressing coolie left does. So the iff section is wrong? You should be using coolie left instead of right? Also the left and right could be confusing, since the coolie is on the back of the throttle, so whether it’s left or right depends on how you are looking at it. So what is outboard and inboard? Is outboard moving the switch away from pilot and vice versa?
  6. I bought the 14.99 upgrade pack since I only had Normandy 1944. Same problem for me. I think it doesn't matter which upgrade pack you buy. As long as you are on Steam, you will get this issue.
  7. It's so frustrating for us Steam users that after 16 hours of the Normandy 2 launch, we still can't enjoy the DLC we purchased. I wonder how long will take ED to fix it this time...
  8. I only edited my chaff and flare programs in the countermeasure file for the F-16 and the game tells me I broke IC. Now, I cannot even join most of the servers like the Growling Sidewinder PvP server and dogfight servers. ED broke it again...
  9. Very Interesting. I checked the date again, the video was posted on YouTube in April 2019, which was even before the release of DCS Viper. So basically ED has no proof. Just a side note, it took us years to convince ED the FLCS and FM were wrong. And they moved this thread to Controller Questions and Bugs section so people can't see this...
  10. Well that's clearly not enough. So you guys just had T-day flew it, a former F-16 pilot indeed, but how the jet feels in the real cockpit is way different than how the jet "feel" in a desktop sim, unless you guys built a full motion sim for him to replicate the exact feel he had in the real jet, which I don't think you did. And, without researching FLCS documents, reaching out to multiple sources, and clearly ignoring real-life cockpit videos, you just jumped to the conclusion. I am sorry I just can't believe ED's thoughts on this is correct. If that's your apporach to this, anyone could have asked a real pilot and build a FLCS in any sim and say that's how the real F-16 handles.
  11. It's not about who is happy or not. It's about making the module as realistic as possible. As you can see by reading the previous posts in this thread, you guys have tested with the internal build and said there's no roll inertia and said "Just to be clear, there should not be any inertia." Now you guys are saying the current roll inertia is correct, which is very confusing. Regarding the interview, I apologize for calling the team lazy, but it just seems to me that by posting an youtube video (with only audio) is not a solid proof or an appropriate approach to show you have resolved the problem you have previously acknowledged. It's basically like: We saw the problem. But we had a former pilot flew it in DCS, now the problem is gone. Just to be clear, this thread was started way before the FLCS update when there was no roll inertia at all for the DCS Viper, which you marked it "correct-as-is." Now after the FLCS update, with heavy roll inertia introduced, you now are saying the roll inertia is correct? It feels like ED's position is basically: what we have in DCS is correct, and we are not just going to change it.
  12. It's an interview with audio only and over 1 hour long.... And, how he feels is not a valid scientific proof that the FLCS behavior/roll inertia is accurate. He could just be nice to you ED guys or not providing serious evaluation of the FM and FLCS for DCS Viper. First, you told us there shouldn't be any roll inertia, and told us you tested the tracks and observed the roll inertia we talked about. Now, are you telling us the roll inertia we have in our DCS Viper is correct? Please don't take the lazy route and make this problem go away...
  13. Just curious, if there's no switch in the cockpit, how does Thunderbirds pilots enable and disable smoke in real life?
  14. Thx. I see they are at least looking into this. Nineline is asking for a track. I will see if I have time to make one using my FSSB after I got back home from work today. BTW, just a side note, have you tried flying the Mirage 2000 with FSSB? I know it's a different jet and it doesn't even use force sensing stick IRL, but that jet just stops the roll so fast when you let go the stick. Mirage 2000 feels more like what Viper used to be before the FLCS update.
  15. I have FSSB R3L which is force sensing like the real Viper stick. I still feel VERY strong roll inertia after the FLCS update. Before the FLCS update, with my FSSB, the jet stop the roll immediately after I let go (putting the pressure off) of my stick.
  16. Now after the FLCS update, the jet has too much roll inertia. So which is correct ED? The one before the one we have right now???
  17. I have also heard on f-16.net that 120 on the outboard stations and aim9s on the inboard stations gives the jet lower drag index thus more aerodynamically efficient.
  18. Totally true. They also bring ECM pods (the long one we have in the game) as a routine. https://www.thedrive.com/the-war-zone/40242/japan-based-usaf-f-16s-flew-south-china-sea-mission-fully-loaded-with-live-air-to-air-missiles "Each jet was armed with five beyond-visual-range AIM-120C-7 AMRAAM air-to-air missiles and a single short-range AIM-9 Sidewinder" "Under the belly, each aircraft was fitted with an AN/ALQ-184 electronic countermeasures self-protection pod." Btw, we also have the exact same livery you see in this article for our Viper in DCS. I do have a question tho. The pic shows the Viper also brings HTS pod (the article mentioned this as well) even when they are doing CAP missions. Why do they bring HTS? What's the tactical advantage of bringing it since they won't be firing any HARMS?
  19. I feel the same. Unfortunately, no change for the issue described in this topic. FLCS response feels very wobbly.
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