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SCPanda

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  1. Still happening on my end. It has been like this for months. This issue take places for RWS/DTT and TWS. I use the Winwing F-16 throttle, which is the replica of the real F-16 throttle. The ANT ELEV rotary dial on my throttle is an absolute axis with a center detent (but not spring loaded like the Hornet throttle), so basically it works the same as the real F-16 ANT ELEV rotary dial. I binded my rotary dial to the radar elevation axis and set it as a slider. No deadzones, curves or anything else. BTW, I also tried my old TM TWCS throttle using the rotary dial on the top left of the throttle. Still the same. Definitely not a hardware issue but a game bug.
  2. Same here from another R3L user. I noticed when I gently pitch up for let's say 5 degrees with 1.2 Gs pull. After releaseing the stick, the FLCS will twitch the jet to 0.8 G then finally rest to 1G. Feels really weird.
  3. Ummmm... OK, I need to defend ED on this matter. You don't need to edit the CMS file after every single OB update. Your statement is false. In the past year, I only had to do it once since most of the updates do not reset the lua file. The only update that did was the one they changed the CMS functions of the F-16 (the one they added CMS left function and CMS right & aft for SEMI/AUTO and jammer), which makes sense since it was a CMS HOTAS rework. BTW, you can always keep a copy of your current CMS file in case a future update resets the lua file (most likely won't since CMS functions are complete on the F-16), then you could just copy and paste the lines, which only takes a minute to get it done.
  4. I have also experienced the same issue. Before the FLCS update, the Viper rolls slower and was less responsive (which means you need more roll axis input to achieve a high roll rate), but it was very snappy. When you wanted to stop the roll, you let go of the stick and the jet would stop rolling immediately, you could also witness the flaperon immediately deflecting to counter the inertia to stop the roll, which made the Viper really snappy and easy to perform a 4 point roll. After the recent FLCS update, the Viper is indeed more responsive and rolls quicker, which I really enjoy, but it lost its snap on the roll axis. Now, when you roll and want to stop the roll by letting go of the stick, the jet will over-roll a lot and it just takes too long to stop the roll and the FLCS isn't doing a good job to counter the roll inertia as well as before. In other words, it's not as snappy as before. The FLCS response when you want to stop the roll feels quite lazy. All of my feedback written above is for a clean Viper setup with no external loads or pylons, and I haven't changed my stick setup. FYI, I also use a FSSB R3L but my friends using a TM Warthog also shared the same feedback as mine. So I don't think this issue is due to user input but the WIP DFLCS itself. However, since I have never flown a real Viper, I wouldn't know if its current behavior is realistic or not. Whether this issue is a bug or not, I don't know, but I did like the snap it had before (just the snap, not the slow roll rate and lack of responsiveness it had before). Just sharing my feedback. That's all. Edit: I see ED marked this thread as "Cannot reproduce and missing track file." But honestly, I don't think a track file will really show the issue. It's probably better to do a side by side comparison of the old FLCS vs the new FLCS by using the stable and OB version on this issue. Particularly, observe the time it takes to stop and roll and how flaperon reacts when letting go of the stick.
  5. For the record, I liked your smiley spam. :):):):)
  6. F-18 does not out perform F-16 in BVR. F-16 has higher acceleration, top speed, climb rate, and better high altitude performance. Energy is essential in BVR. F-16 can chase down anything that tries to run away from it and run away from anything that tries to chase it. Equal pilot skills, slow Hornet does not stand a chance. F-15 is the only jet close to compete with the F-16 but that thing does not have datalink. F-14 needs a human RIO to explore its full potential but notching AIM-54s is too easy tbh. You don't really need a video from Wags explaining how to use F-16's radar since F-16's FCR and HOTAS is much easier and straightforward to use that Hornet's. BTW, in the current state of F-16's radar performance and in different radar modes, use RWS and forget about TWS in the F-16 unless you are trying to engage more than two targets. SAM/DTT is so much quicker and easier to use. I almost never drop locks. Unlike Hornet's RWS, soft lock in F-16's RWS does not give lock warning or launch warning in case you didn't know.
  7. Yeah hope and still hoping, still don't understand why it's so hard to implement this or ED just think the current G-tolerance in DCS is realistic? I know nothing about game development so correct me if I am wrong, but it just seems to me they just need to change the number in the codes like screen starts go black when holding 9G for X seconds. Right now it's like only 2-3 seconds even with G warm up...
  8. A better idea. Allow us to control the pilot on the ground and board the jet with boarding animations.
  9. Simple trick: gear down below 300 knots, extend air brake (yes, F-16 land with air brake extended), align your flight path marker with start of the runway and the -2.5 dotted line on hud (which will only show up once gear is down), control your throttle to achieve the optimal AOA by keeping an eye on the AOA indicator on the left side of your HUD frame (in shorts words, maintain the green meatball), flare before touchdown. after rear wheel touchdown, hold the stick to aerobrake by maintaining the green meatball, then nose down about 90-100 knots, wheel brake, air brake fully extend (F-16's air brake will only fully extend after front wheel is down).
  10. ED is still tweaking F-16's FLCS so this might change (hopefully).
  11. First, TWS on US jets does not give radar lock warning OR enemy launch warning. Your enemy only receives missile warning from the Aim-120 when it goes active. Second, SAM (aka DTT aka soft lock) on the F-16 doesn't give radar lock warning or launch warning to your target neither, and it's faster than TWS, so feel free to use SAM instead of TWS in the F-16. TWS in the F-16 is probably only useful when you are trying to enage more than two bandits at the same time (SAM/DTT allows you to enage two at the same time in case you did not know), but you will rarely find yourself facing this kind of situation.
  12. But DCS F-15C doesn't have datalink, HSD, and extra pairs of eyes and hands sitting in the back. SA sometimes is more important than performance in BVR.
  13. Please read this You probably did it wrong like I did the first time using the software It should work like a charm. BTW, after calibration, AB detent should not only work for the F-16, but for other jets like F-18, F-14 as well. I don't really know how since these jets should have different AB detent postion IRL, but it just works, which is great.
  14. You have the Winwing F-16 throttle? You don't need to mess with the curve and all that complicated stuff in DCS then. Go into the Winwing software, there's a option to calibrate you AB position. Then just play the game and you will see your physical throttle match the in game throttle movement in your jet. You can just calibrate your AB position in SimAppPro, there's a option to do it. I think it was just moving your throttle to AB detend and click calibrate, that's it. Guys just look at this screenshot. It's the easiest thing to do... null
  15. Given the current state of the F-16, while the jet still has many features that remain incomplete, there are currently so many bugs and problems that are still not fixed or acknowledged by ED. I feel with the currently implemented features, F-16 can perform its roles quite well at AA, AG, SEAD, etc. I think it might be better for ED to shift a bit of their priority to bug fixing. The upcoming features like Sniper pod and CRUS pages would be nice to have but keeping introducing new features might add more bugs to the jet. I mean just take a look at the "Bugs" section, there are so many bugs already and more bugs just keep appearing after every update. Also, people are really trying to help ED by providing evidence that there are systems, functions, and performances that are wrong for the DCS F-16. So you just see more and more bugs appearing, like the wrong hold and release HOTAS logic, roll rate, drag, and AOA problems with the jet, just some examples.
  16. Yeah, the holding and release HOTAS logic is another problem awaits ED to resolve. IDK if they have acknowledged it as a bug or not tho. Cool, this might be the fastest workaround for this problem. Thx.
  17. Based on my experience in PvP severs, yes, distance matters, the closer F-16 will be prioritized. But if it's two different jets, like an F-16 and an F-14, the F-14 will be prioritized in most cases, even if it's TWSing (well, it doesn't have SAM lol) you from a further distance than the F-16, since F-14 has a really powerful radar. But if the F-16 gets really close, it might be prioritized over the really far TWSing F-14. Honestly, in a chaotic environment in PvP severs, the priority threat on the RWR changes constantly, relying on it solely is not a good idea. It's best to combine RWR with the information you see on the HSD as well as gameplay experience to determine threats and build a good SA. But still, priority threat on RWR is very useful if you combine it with datalink on HSD, it will give you a rough idea who might be SAMing or TWSing you and help you avoid those long range Fox 3 shots. For example, if you see a 14 spike as priority, and on HSD you see a hostile contact flying at 40k straight at you at 50 miles, and there are no friendlies between you and him, it's very likely he is trying to lob a long range AIM-54 shot at you. In that case, you probably want to turn to put him on beam and/or dive since flying high and facing a long range AIM-54 will only give you 3s to respond, which is not enough and you will mostly likely be dead if you do not react ahead before the missile goes pitbull.
  18. It does in DCS. When F-15, F-18, F-14, F-16 TWS you, you will see them as priority threat. It's pretty easy to tell in PvP severs, especially F-14. Ignore it? Long range AIM-54 in the face.
  19. This issue takes place both in SP and MP. If you are trying to a quick HOB shot with 9x, one quick workaround is pressing and holding cursor enable button to allow sidewinder seeker follow your JHMCS, turn your head and put the seeker diamond symbol on the target, when you hear the tone, uncage and fox 2. It's faster than a radar lock once you are familar with it. Keep in mind you have to keep holding the cursor enable switch until the 9x leaves the rail.
  20. Dude, this topic is about F-16 with stores in level flight or during a climb, not its dogfight performance as a clean jet... The exaggerated drag is literally confirmed by ED.
  21. Nope. The drag is over exaggerated.
  22. Simple answer: Nope. No lock warning when targets is bugged. No launch warning when you fire your 120. Just treat it like TWS on F-15. Edit: If the target is bugged, his RWR may (depends, there could be other jets or ground radar tracking him) mark you as priority threat since your radar is tracking him, like the following picture shows (diamond). But he will not get a lock warning tone like a STT lock. The priority threat behavior will also happen when you use TWS to track him on all western jets. So yeah, just treat F-16's SAM like TWS on F-15.
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