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Everything posted by rossmum
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Check you're not overspeeding. The engine chokes anywhere between 1,300-1,380km/h (the MiG-21's design speed limit being 1,300km/h IAS, which is normal for the era but not simulated in certain modules) and if you're in afterburner it can be very easy to pass through this without noticing.
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MANPADS/Avengers/Strelas and AAA are far greater threats than Hawks or even Kubs, especially with how low we all fly. If you are getting hit by Hawks then I don't know what to say, they're so bad they can scarcely hit a gently manoeuvring target at mid/high alt and will not hit you at all down low. They are mostly used to force people away from main bases or force them down into IR SAM coverage. As for ground forces... rarely more than one or two people are in actual ground vehicles, and the entire point of air superiority is to be able to provide effective support for ground troops. If you're looking for GS/JDF but Cold War, this ain't it, chief. I mostly fly CAP in the 21, for a long time it was all I did, but there's a surprising amount of fun to be had with some of the other assets in the server and the mission design ensures there's something for everyone. I would rather not see that change in favour of fantasy air jousting over empty battlefields.
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Ground crew won't replace an empty drop tank unless you rearm without the tank, then rearm with it AFAIK. It's one of the reasons I don't make any special effort to bring them home in the 21, 19, or F-5 (aside from fighting with them on being very suboptimal).
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Worth note that this behaviour wasn't so much introduced as fixed - it used to be present but some issue or other caused it to disappear for quite a while. If you started flying it at a similar time I did you wouldn't have experienced this behaviour the first time around, but in older videos of the module it's present.
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Per Soviet documentation the aircraft does not exhibit stall buffet at very low speeds. It's a quirk of the design. Again, aircraft have their unique characteristics for a variety of design or construction reasons. If you think comparing a tailed delta MiG-21 to a Mirage, or a Tomcat, or an F-86, or a Cessna 152 will give you anything meaningful, I don't know what to tell you.
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Except the wing rocking is exactly because the aircraft loses stability. It is a well documented behaviour in Soviet manuals and in US exploitation program material. It is a behaviour exhibited in many aircraft of this era and if you incorrectly try to counter it with aileron, you'll end up in a spin. What makes this seem so "unrealistic" to you? The plane very clearly stalls. Stalling does not mean the plane falls out of the sky immediately, it means airflow has separated from the wing and you are losing lift rather than producing it. The onset of this and what effect it has on the aircraft depends on a large number of variables, it's why different aircraft have different and unique stall characteristics.
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If you don't have a GCI, as Alpen has said, either deal with the lack of SA or take the position. F10 is still not a good alternative for another player feeding you info (though to be fair, the fact that GCI is done through F10 and not LotATC means we have too much info, too up to date - player name, type, and their exact position at any given time!) and I don't know about you, but the last time I'd want to open the F10 map is in a fight or when low to the ground, especially given its habit of freezing the game. The F10 map does not prevent teamkills on GS. It doesn't prevent teamkills on GAW. People either don't check it, they fire anyway, or the teamkills happen (as at least one did yesterday) because they fired at a legitimate target without realising a nearby MiG would distract the missile's seeker. In almost every case I've seen teamkills happen on this server, F10 would not have helped either because the player involved was not deliberately shooting at a teammate, or they never check the map anyway and were not on comms. The last time I was teamkilled was because someone tried to lob an R-60 over my shoulder to kill the guy I was gunning. There was no failure in IFF there, he knew there was a friendly in front of him and he took the shot anyway. It tracked the F-5 but the proximity fuze detonated off my left wing and blew most of my controls out, so I had to put down in a field. F10 isn't some magic cureall, and personally I like that there's just that little bit more incentive to learn how to use the various aircrafts' radio and/or doppler navigation aids (even though you can still use the kneeboard anyway).
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Not a fan of F10 fog of war being removed, not least because in every server I've played on that shows player positions, it does absolutely nothing to stem the tide of teamkills.
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https://forums.eagle.ru/forum/english/digital-combat-simulator/dcs-world-2-5/dcs-wishlist-aa/7114273-r-60-not-m-for-su-25-mig-29
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Simple one here. Now that the R-60 has been corrected to rear-aspect only, it would be nice if the Su-25 and MiG-29 were capable of carrying it as well as the limited all-aspect 60M. This would be a huge benefit to servers running rear-aspect only weapons restrictions as it simplifies logistics and removes the issue where players may fly to MiG/Sukhoi bases to load R-60Ms onto MiG-21s.
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Maybe we should lobby ED to patch the Su-25/25T and MiG-29 to be able to carry the original R-60... I like the rear aspect restriction, it makes combat a little more intense.
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The problem is that if you miss the 14, it will dominate you with both power and sustained turn performance. I would rather gunfight an F-5 any day of the week, they're relatively easy prey and once you figure out the ballistics on the GSh-23 it's not too bad. At best they can roll and jink around, so just hold your shot until they get tired of it or begin a sustained turn. Less experienced F-5 pilots are pretty easily conned into trying to keep up with a radius fight, which won't end well for them. R-60 should no longer be able to turn enough to hit a head-on target unless they voluntarily fly into it. It had marginal all-aspect capability to begin with, now it should have none. I've yet to see one track a closing target since the patch.
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The glass type had to be changed to ED's glass material - the MiG-19 uses it too and has the same problem.
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Make sure you don't have it bound to something on your HOTAS, it might be resetting to 'open' if it's bound and the switch is set to the wrong positon. That's all I can think of, I've never had it unlock or blow off except when I know I've forgotten to lock it.
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Not quite what I was getting at - people ask for the 27T now and then because of the "IRST stealth" meme. In reality (well, in DCS too) they're not really intended for that and unless your target is totally unaware, which a Jester-crewed F-14 won't be, they're easily defeated. At that point you're sacrificing one or both of your R-27Rs for them, and still have four empty pylons for short-range IR missiles. Life would be a lot easier if the 29 could use the R-60 in DCS, but unfortunately I don't see that happening any time soon. I guess one possible solution is just to make S&D a lone all-aspect mission, even while the rest of the rotation is rear only? That might confuse people who aren't aware of what a briefing is, though :joystick: As for R-27R vs F-5 - it can be defeated but I've had reasonably good results with it. Failing that you can always gun him. Gunning a Tomcat is a much riskier proposition, though.
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Six, not seven. Two on the glove pylons, four under the tunnel... still a decent amount but to be honest they're not invincible. R-27T is not really all that great - they're easily spoofed by flares, Jester will see the launch even if he shouldn't because of the limitations of the AI, and rolling IRST-only is a very, very stupid way to use the aircraft. Fly high and fast and try to avoid 1v1 head on trades. The 29 with 27Rs performs a lot better than people give credit for, especially against something without fancy JHMCS to make its life easier. Yep, we need more A-teens. I would've taken a 16A over the 16C bl. 50 every single time. Maybe one day. :cry:
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Player F-5s are in a world of hurt against a carefully-flown 19. They need to either hope for a missile shot (many F-5 pilots fire far too close, and I suspect most don't realise they can uncage the seekers either - I often deliberately bait missiles knowing they're too close to make the turn) or find a second F-5 to help them. If they keep their speed up they might last a few minutes longer, but the 19 is just so strong in a rate fight, vertical or horizontal, that eventually they're going to end up in trouble. The biggest problem for the 19 is actually getting the angles needed for a gun hit without immediately shedding all its speed, because it can become very helpless very quickly. I find it makes an excellent teammate for some 21s, as the 19 can keep the F-5s busy while the 21s kill it, or the 21s can set the 19 up for a guns pass by dragging the F-5 into a more gradual turn.
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New cockpit frame mesh (enormously better forwards vis, easier to use periscope without moving your head so much), cockpit rescaled to fit external model (no more holes, feels much larger in VR I'm told), new cockpit lighting (fully 3D, from individual light sources rather than backlit-style selfillum textures), some updates to external mesh details, optimised external texture maps. Since about... June, I want to say?
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I had a lot of trouble at first, I just had to adjust to not having the 21's insane instantaneous turn/low speed handling, and be more patient with trying to get shots. You can't force them very well in the 19.
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The real question is why would you want to do a mil power takeoff? :D The tyres are definitely clipping the ground/deflating - you can usually hear the rim scrape when the suspension bottoms out. Even clean, it's fairly easy to scrape in a turn, but with a moderately loaded aircraft it's even worse. Of course, as soon as this happens you lose almost all steering effort, so it's an easy way to end up in the grass and unless you keep your momentum up, it can be very hard to get back out of. Would be nice if ED would share whatever magic attribute it is that allows the Hornet to offroad, since the 21 should be able to take off and land from a (somewhat prepared) grass or dirt surface, let alone taxi on it.
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At low alt and holding rates it is pretty much untouchable to F-5s, unless they're very smart. At medium to high altitude the difference is even more marked. The MiG-19 really likes being up high, and it climbs like a thing possessed, but usually F-5 players are aware of their issues with altitude and won't come up to play. Vertical is safe to use, especially if you run your opponent out of missiles. The 19 excels at it, just watch your airspeed on the way back down and don't pull the stick too hard over the top.
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No, the Mirage and F-16 both suffer from it frequently as well. The F-5 doesn't seem to model any overstress damage at all (boy, things would be interesting if it did) and so it can happily tolerate spikes past 15G.
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Tomcats getting close isn't the blessing it might sound like. A few days ago, three of us in MiGs smacked a pair of Tomcats that failed to disengage when their Sparrows missed... unless flown by exceptional pilots, the 14s are liable to get eaten alive by 15s, 16s, and 18s in close combat, especially due to the clunky radar and the fact that they were largely separated out from everyone else. The problem with the Phoenix is that if you shoot it in STT, it's easy to defeat as soon as it leaves the rail. If you shoot it in TWS, you need to hope the other guy doesn't see the launch, because they'll just notch the contrail. The 54 is insanely easy to get away from with early response but almost impossible if you leave it until too late. Ideally, you want your 29s and 14s separated just enough from the action that they don't get overwhelmed and end up with zero SA and surrounded by a mix of friendlies and enemies. Unfortunately this didn't happen due to various factors (including the Patriots - the entire Sea of Galilee was under blue's umbrella, so we had to stay relatively low or risk eating one of those things while engaged with the fighters). The HARMs also had a huge impact, as without manual control or an IADS script, their targets never went radar silent and they were able to launch from an area where we couldn't effectively intercept them. I almost wonder if having someone in a tac commander slot to micro the radars wouldn't be a good idea.
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DCS wake turbulence is badly exaggerated, and is capable of over-Ging aircraft so badly that they suffer structural failure. If it had been implemented realistically I would agree, but what we have right now isn't very realistic. With that said, it's not as much of an issue here as it is on some other servers IMO - I've had it cause a few dangerous moments for me, but not rip my aircraft. It's absolutely lethal to Mirages, I know that much.
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Some observations from red (before we ran out of planes and I ran out of patience with DCS freezing on me) - with 20+ players all on comms, we really need multiple GCIs on separate channels to avoid comms overload. It was hard picking out my own calls and no doubt difficult for GCI to keep track of everyone as well as respond to requests. One GCI on imperial units to look after F-5s and F-14s and another on metric would probably be ideal. The conversions aren't hard in cruising flight, but under pressure or near the front, it becomes hard to do even fairly basic arithmetic. The MiG-29s weren't being used very effectively... some weren't on comms (understandable as they aren't English speakers, but complicates things regardless) and we mostly ended up in the same furballs as the 21s. IMO the 29 is actually worse off in this environment as you're trying to operate the more complex systems, fly, and avoid locking friendlies. Close combat modes were effectively 'jammed' by the airspace being so busy that the radar had a 50/50 chance of grabbing a friendly 5km off the nose, not the jet 2km away and pressing. Keeping 29s high and fast, and 21s on the deck, is a better use of both - blue's strategy of mostly hugging the ground should be suicide against lookdown-capable aircraft, but it just didn't eventuate that way. Blue SEAD was super effective, while we didn't really have much - so they could sit under their SAM umbrella, which then also affected our ability to use the 29s properly. The mission was certainly a big departure from the usual format, and did a good job of showing that what works for the normal missions doesn't work in a more complex environment or against a technologically superior enemy. Hopefully next run my DCS decides not to freeze every time I get merged, I was really looking forwards to this but the game's performance (not due to the mission, I think, just DCS idiosyncracy) marred it a bit for me.