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F/A-18C Hornet Combat Fundamentals Guide
NapaPilot81 posted a topic in DCS: F/A-18C Hornet Tutorials
The F/A-18C Hornet Combat Fundamentals guide provides the necessary procedures to efficiently and effectively learn the necessary skills to be successful in effectively using the DCS F/A-18C Hornet airframe. The DCS F/A-18C Hornet Flight Manual, DCS F/A-18C Hornet Chucks Guide, and the Naval Air Training and Operating Procedures Standardization (NATOPS) manual all provide detailed information on aircraft systems and systems operation. This publication and the other documents complement each other. The F/A-18C Checklist contains: Normal Operations Checklist CV Operations Checklists Combat Operations Checklist QRG for Formations, Brevity Codes Creating these manuals and guides are a labor of love and passion, but it doesn’t happen in a vacuum. It takes a lot of time, patience and research and support from many people around me. If you enjoy these manuals and they help you, they’ve accomplished exactly what they are designed to do. F/A-18C Hornet Combat Fundamentals guide (https://napaspeedy.gumroad.com/l/guchu?layout=profile) F/A-18C Checklist (https://napaspeedy.gumroad.com/l/ndihm?layout=profile)-
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Overview The F-18C MPD Modernization Mod brings a fresh and contemporary feel to the cockpit for the classic F-18C Hornet. By updating the displays and symbology, this mod enhances situational awareness, readability, and overall usability. Basically - Mom: "We have a SuperHornet at home!" Modern MPD - demonstrating color separation to process information easily. Features White Symbology The monochromatic green symbology of the original F-18C MPD has been replaced with clean and crisp white symbology. This change improves contrast and readability Colored SA/Radar Situational awareness is paramount in combat scenarios. With this mod, the situational awareness pages (such as the SA page) now feature color-coded elements: Friendly units: Members display in blue. Surveillance donated friendlies appear in green. Hostile units: Red. Neutral or unknown units: Shown in yellow. The radar display also benefits from color enhancements, making it easier to differentiate between contacts. Colored HSI (Horizontal Situation Indicator) The HSI, a critical navigation instrument, now boasts a colorful presentation. Your aircraft is shown in distinct blue and waypoints are in white/purple sequences to help contrast with the digital map. Now customizable in V2.0 Miscellaneous NVGs can be used with JHMCS II Customizable Yellow SAM site circles Green TACAN markers Colored ADI Yellow Caution/Advisory Warnings Grayscale FLIR Updated MPD textures And many more! *NEW IN V 2.0* ADDONS - CHECK SPOILER BELOW Link to Download: CLICK HERE Installation The mod zip file includes the "Main Mod" (F18C Modern MPD), Addons Folder, and the MPD texture file which is optional but highly recommended. The Main Mod F18C Modern MPD uses colors by my design of what a modern MPD should be. You can also customize the colors in the lua file I created dedicated for easy customization. As always, I recommend using a mod manager. As of V2.1, there is a F18C folder and a F18EF folder for CJS SuperHornet Community Mod. (ModernMPD implemented with CJS Superhornet as of V2.1.4) As for textures, open MPD Textures folder you've downloaded and drag "Cockpit_F-18C" folder to your "C:\Users\YourUsername\Saved Games\DCS.openbeta\Liveries" Detailed Instructions for Dummies: Create a new folder in your main DCS World folder and rename it to "OVGME Mods". Install OVGME - https://wiki.hoggitworld.com/view/OVGME Launch OVGME, it will prompt you to create a new configuration. Configuration Title: DCS Mods Configuration Root Folder: Select your main DCS World folder Configuration Mods Folder:null Select your OVGME Mods folder in your DCS World folder that you've created. Download this mod and open the zip folder. Open the folder "Main Mod" and drag F18C Modern MPD folder into "OVGME Mods" folder. In OVGME, right click the installed mod and click toggle to enable the mod. OPTIONAL: For addons, open the Addons folder and drag desired addons to "OVGME Mods" folder. Activate them AFTER activating the main mod. For LCD Textures (OPTIONAL but RECOMMENDED), Open MPD Textures folder and drag "Cockpit_F-18C" folder to C:\Users\YourUserName\Saved Games\dcs or dcs.openbeta\Liveries Customizing colors: If there is any symbologies you want to customize but it's not an option, then leave a comment and I'll add it in the next update. Before activating the main mod. Open FA-18C ModernMPD and navigate to FA-18C Modern MPD 2.0\Mods\aircraft\FA-18C\Cockpit\Scripts and open modernmpd.lua with notepad or your favorite editor and adjust from there. Don't forget to save your changes, then activate FA-18C Modern MPD 2.0. IMPORTANT NOTE: *To enable MPD textures, head to Ingame Settings>Special Options>F/A-18C and select Modern MPD in Customized Cockpit. (Does not break IC). **I made the choice not to adjust the default GAIN level for the AMPCD as certain weather/time require certain brightness. Be sure to adjust the GAIN first before suggesting changes to the AMPCD visibility. ****Please be aware this is an early version of the mod. I did as much testing as I could but due to the nature of this mod there could be an oversight that I've missed something. Report anything you feel that is missing, or feel that a certain symbology should be a certain color. Try to do some ILS landing, ACLS, open obscure pages, etc. Also, suggestions are welcome :). FAQ Q. Does this mod pass IC? A. It passes pure/model/texture integrity check. It does not pass scripts integrity check. Q. Your SuperHornet page doesn't have or includes this color, can I send you my source? A. Only if its unclassified and public, then I'll accept it and make the required changes. Q. I still can't see the HSI clearly! A. Reduce the GAIN using the rocker switch located bottom left of the MPD. I've allowed the Gain controls to ignore font and symbology. If you need to dim the map more, set to night (top left rocker), then use the contrast rocker bottom right of the ampcd. Q. Will you make a VR version like you did in your F/A-18C Colored MPD: White Font and Green Symbology mod? A. No, unfortunately I've given away my VR to someone who needs it. I still believe the clarity and readability is pretty good with VR in this mod. If you have trouble, check here https://forum.dcs.world/topic/347416-fa-18c-modern-mpd-v-21-updated-152024-now-with-realistic-hudjhmcs-ii-optional-addons/?do=findComment&comment=5425823 Q. I see green and blue on my SA/RDR/AZEL page and they are friendly. What do they mean? A. This is just a placeholder for the incoming IFF system. Currently its modded where friendlies from surveillance donors (AWACS, Ground Radar) are blue, while fighter to fighter data link shows up as green. Since the game automatically links everyone together, you'll see mostly green. In the end, anything that's not red is fwend. Q. Were those really your frequently asked questions? A. No, I pretended to be an average DCS forum user and made those questions up. Feel free to ask questions down below! TODO Tweak HUD symbology/font thickness using available sources - F18C Modern MPD. Option to customize HSI Compass color. - F18C Modern MPD. Known Bugs JHMCS II: There is a bug that causes blur to elements that are behind your cockpit frame. This is a known bug that affects the A10C II Scorpion HMD and was reported a while ago but still no fix. You can use TAZ NVG mod to counteract this issue. However, it will break Pure Client Integrity check. -Fixed in V2.1.37 Changelog v.2.1.54 Step cursor box, RWR sensor, TDC Cursor and Mach/Alt were missing outline and looked fuzzy/thick in the AMPCD SA Page. - fixed. v2.1.53 Changed ownship color to white. Added 1/4 and 1/2 scale to SA decentered modes Some minor bug fixes New addon: Modern ownship symbol taken from superhornet block 3 and upgraded block 2s. Kept it as an addon for multiplayer compatibility since its IC incompatible with servers that check for custom textures. v.2.1.5 Test version Quick fix for crashes when using SA page. Realistic HUD should be working fine. JHMCS still has issues related to keybindings so preferably keep that addon off. v2.1.43 Implemented ED fix for AGM65 seeker diamond. v2.1.42 Fixed JHMCS NVG not working when asking ground crew to install HMD in missions with NVG installed by default v2.1.41 Fixed Mach/Alt not showing in SA page when hovering cursor over contact V2.1.4, 12/7/2024 Updated to match the current version of the official F18C. ED did some minor additions and removed some lines to fix some bugs. This mod patch should match the changes they added. Make sure to delete old versions of the mod instead of replacing it in your mod folder (Including yesterday's hotfix). V2.1.37, 11/7/2024 Fixed JHMCS to work with latest patch JHMCS II colors now works with NVG Fixed blurring of JHMCS elements when behind certain cockpit frame/wings. V2.1.35, 16/6/2024 Added NVG support to HMD. -JHMCS II Modified certain element properties to support NVG. -JHMCS II Reverted dot from yellow back to green due to weird behavior with NVG. Also doesn't make sense for Friendly/Hostile to have a yellow dot. Modified certain element properties to support NVG and night time such as brightness adjustment. -ModernMPD V2.1.3 hotfix, 7/6/2024 Incorporated official DCS fix for SA TDC cursor behavior to the mod. -ModernMPD V2.1.25 hotfix, 3/5/2024 Fixed JHMCS II being too thick and faded for certain elements. -JHMCS II V2.1.2, 3/5/2024 HMD/MFD symbology and font thickness back to default with slight change in ampcd outline. However changes in HUD will stay, as well as changes to JHMCS II -ModernMPD Further improvements to JHMCS II hostile diamond box properties to stay consistent with other HMD elements. -JHMCS II Added SA page FCR cone used in Super Hornets to show radar gimbal limits. Currently static at 140 degrees radar azimuth settings. -ModernMPD Added SA page half ring. Used to determine half of scale distance. -ModernMPD V2.1.1, 2/5/2024 Further adjustment to hud/font thickness and fuzziness. V2.1, 1/5/2024 Changes to folder structure; Two different folders F18C and F18EF. This way you won't get a warning for overwriting folders in OVGME. Also to avoid some confusion. Now passes texture integrity check. Reverted white font to offwhite color, and increased brightness of the fonts. -ModernMPD Adjusted thickness and outline to accommodate new changes. -ModernMPD Added yellow diamond symbol color for weapondsg and red for manual designating. -JHMCS II. Adjusted HUD thickness for certain elements that are too thin, and for certain elements to match reference sources. -ModernMPD Adjusted JHMCS MIDS color properties to give it a hud feel to it. Will now be affected by sky brightness. -JHMCS II Adjusted JHMCS hostile diamond box properties as above. -JHMCS II Some minor polishing. V2.01, 30/4/2024 Hotfix - Friendly PPLI/FF in SA page set to default MDI green instead of full green. V2.0, 29/4/2024 Combined all versions to one version "FA-18C Modern MPD" Fixed EWR symbols brightness during night operations Added Addons (Realistic HUD and JHMCS II) Added method to customize certain colors. V1.1, 23/4/2024 - Fixed HSI missing purple color sequence line in decenter mode. V1.0, 21/4/2024 - Release F18C Superhornet/CJS: V0.2, 23/4/2024 - Fixed HSI missing purple color sequence line in decenter mode. V0.1, 21/4/2024 - Release Acknowledgements Folks at CJS for their hard work creating the amazing CJS Super Hornet Community Mod. Ala12Rv-watermanpc for the fingerprints samples taken from his fantastic FA-18C Cockpit Cosmetic Pack. jcabeleira for his work on his immersive Realistic HUD mod. Screenshots (Some might be outdated)
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Welcome to JTF-111! We offer: - Handmade wing-wide custom missions - Tuesdays training with our experienced aviators in your squadron airframe - 3 Training servers along - Unique dynamic campaign server - Weekly ops on Saturdays - Most importantly, good people to fly with Currently Recruiting: - F16 - F18 - CH-47F - AH-64D Overview We are focused on handmade PvE missions where we work together as a team to accomplish objectives. Our skilled mission designers produce detailed missions with realistic scenarios to provide the most immersive experience possible in DCS. We operate in the EST time zone, with trainings on Tuesdays and missions on Saturdays at 2000(08:00pm). We feature active F/A-18c, F16c and a helicopter battalion which operates the AH64 and the Kiowa and Chinook. We also on a mission by mission basis's as well including the Harrier, F14B, A10cII and Apache. Many of our members have aviation experience and are former or active duty. A typical mission would be preceded by a detailed mission brief. During the mission, we fly as a flight to the objective, use mulit-ship tactics to accomplish our mission, reform if we separate, and RTB back to base in formation. We use military brevity when possible during missions but are relaxed outside of it. We then review the mission on Tacview afterwards and try to learn from our mistakes. Training night We have four servers available 24/7 with custom-made training scenarios on each of the major maps. These training servers offer static ranges, spawn-able ranges including SAM ranges, red for aircraft, tankers and a BFM area. We do a squadron overview of the intended training goals before hitting the servers and practicing. We also feature a custom dynamic campaign hand built for our servers and available 24/7. Think Foothold or Pretense but scaled to the number of players providing a seamless experience solo or with a group of 20. This campaign features logistics, supply lines, realistic red-for responses and multimap support. You can conduct convoy hunting, anti-ship, SEAD, strike, SCAR and CAP missions. Who we are looking for: Aviation enthusiasts who enjoy engage flying in a group. You do not need to be the best pilot in the world, we would rather have someone who puts forth the effort and regularly participates. We have training materials on everything from ATC comms to BVR tactics to get you up to speed. Our pilots don’t need to complete a complex training regimen prior to be deemed mission ready – just a familiarization to get you familiar with our basic procedures prior to going out. So come, give us a shot. Requirements: - HOTAS - Headtracking or VR - 19 or older - Regular attendance (though we recognize real life comes first) Supercarrier if in our Hornet squadron If you are interested in joining please check out our discord! https://discord.gg/6qAgVgyg2A
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WEW Lads are looking for new members!!! Aircrafts: F/A-18, F14 Pilot/RIO, F15c, F15e Pilot/WSO, and F16 Requirements: Mic, 18+ (we can work 16+, but we will interview you), Be able to purchase maps like Syria/Nevada/Persian Gulf, If you fly F18 or F14 you must have Super Carrier, Be able to show up to missions We Are a NA based Squadron and our op times are at 9pm EST on Wednesdays. We also host Arma ops that correlate to the DCS ops every Thursday at 9pm EST. We do like to have fun and also randomly hold game nights. We understand that life is a priority and don't expect you to give up your life when joining our squad. We don't make our members remember manuals or watch slides as we are all adults and have other things to take care of. If you do wish to join the group keep please the time zone in mind as well as the following rules. Take Missions seriously and don't purposely throw the mission. While we are not a full blown realism unit, we would still qualify us as MilSim. Our playstyle is set up for people who want to fly a realistic campaign in DCS without joining a full blown realism unit. You will be expected to talk on the radio relatively correctly and to take the scenarios seriously. We will not have a rank structure nor a chain of command. Mods are simply around to moderate, not to boss you around. Before joining the Campaign please pick an aircraft you are willing to fully commit to. This should be an aircraft that you are either willing to learn or are already proficient in. This aircraft should also be something that you are willing to fly for the main campaigns in the group. Due to the nature of DCS we would prefer people to stick to an aircraft. That being said, there will be opportunities in fun events/side missions for people to fly other aircraft, as well as different campaigns that may require different aircraft. You will not be allowed to fly in the campaign unless you picked an aircraft ahead of time. Before playing the campaign with us you must complete a check flight. This is not a daunting task and we don't want to fail you. We just want to know that you are confident enough in your airframe to fly in a mission. We require an attendance rate of 2 Ops per month. If you do not meet this rate you will be removed from the group. There are obvious exceptions to this such as family issues or even exams for schools. We are not expecting you to sacrifice your real life for this group, but you joined the group to play, so play. People who have just joined and have not passed their check flight have 1 week to at least attempt a check flight (if no one can do your check flight in that week for some reason an exception will be made) if you do not pass this check flight, the week resets. Once again, we are not expecting you to sacrifice your real life for this group, but you joined to play. *********************************Edit******************************************** Wew Lads has started a new campaign, and its not too late to join!! There has been a bunch of changes to our schedule and we are adding more op days other than Wednesdays. All ops will still occur at 9pm EST. We are in deep need of F-15 pilots, but all airframes are welcomed! As mentioned in the days below, there will be mods but the baseline of the mods are F16, F14, F15E, F15C, FA18 Mondays - Historical Missions or other side missions (focus will be on missions outside of whatever era we are currently playing in) Currently our focus is on the 80s, recreating missions from the falklands, Iran Iraq war, and the 1982 Lebanon war. This will include airframes like theF- and Harrier **Wednesdays** - Regular Modern Ops with modded aircrafts like the f22, f15ex, CJS F18 Super Hornet and even mod weapons for the F-14 to have aim174s and aim120s. These ops will be ran a little different though, as all the airframes will be running their own missions in a air space with the rest of the other airframes. Thursdays- Arma ops that will coincide with Wednesday ops. Saturdays - Exactly the same as Wednesdays, except they will take place at night. Other Side Campaigns - Random ops like Inherent Resolve missions that will be hosted on days voted by the members attending. Squadron Website: http://www.wew-lads.com/ Squadron Discord: https://discord.gg/gs8HqSRE8w
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Does anyone know how to increase the amount of G’s pulled before the wings break on the F/A-18C? I would like to mess around with this and see what’s possible
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Does anyone know where the files are for radar performance? I have the CJS Super Hornet Mod, and in the .lua file for it, there is a line that reads: ' RADAR = "AN/APG-73" ' I believe this means the .lua finds this radar file to use in the super hornet. Where is the AN/APG-73 file located?
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Hello I've been performing test shots with the AGM-84 SLAM to make them more effective and less vulnerable to short range SAMs such as SA-15,19,8,etc so as we know in DCS if you fly with an altitude at least 24000 feet mentioned SAMs including the HQ7 won't be able to fire at you so the missiles should fly high and fast to prevent the SAM to defend in time however the profile is easy -Launch Altitude :40000 feet (above 25000) -Launch Speed :+mach1 -Weapon setting : { heading : undefined / heading towards target angle : 90 velocity :999 profile :high } Mode : Pre-Planned (specifically coordinated each weapon) , also possible with TOO result : for AGM-84E this setting worked wonderfully and if performed correctly SAM-15,8,19 never been able to take a shot However it's not the same case with AGM-84H SLAM-ER upon delivery of H variant , the missile manages to fly the entered setting until a certain range to target where it starts to descend and ignore terminal parameters this makes them easily shot down by SAMs mentioned above. I understand SLAM is not a SEAD weapon but I'm trying to challenge this weapon and put it into use to it's best there should be a point to use the long range benefit of this weapon , otherwise JDAMs would be enough ============================================================================================================= I will share the track files and tacviews with you : -trk: SLAMSTESTHORNET1 : is AGM-84E test , even though 2/4 targets survived but at least missiles hit their targets without getting shot at | acmi file relative to this track is : AGM-84E1 -trk : SLAMERTESTHORNET : is AGM-84H test , as described above missiles ignored the terminal parameters and got shot at even though they scored kills , | acm file relative to this track is : AGM-84H1 -acmi : AGM-84E2OLD is a tacview file I've saved a long time ago showing a 4/4 kill with excellent profile execution the SA-19 was late enough to respond where the missile went into its face =========================================================================================================== JSOWs also have a similar issue by ignoring their manual profile EDIT : I just realized I've posted this thread on Russian category of DCS world this happened accidentally sorry for this Sincerely - Soby SLAMSTESTHORNET1.trk SLAMERTESTHORNET1.trk AGM-84E2OLD.acmi AGM-84H1.acmi AGM-84E1.acmi
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CARRIER AIR WING stands up within RAFAIR UK with 3 primary Naval Air Squadrons and 1 secondary Expeditionary detachment. A carrier air wing (abbreviated CVN in the US but CAW within RAFAirUK) is an operational naval aviation wing composed of several aircraft squadrons and detachments of various types of fixed-wing and rotary-wing aircraft. Organised, equipped and trained to conduct modern Navy carrier air operations while embarked aboard aircraft carriers, the various squadrons in an air wing have different but complementary (and sometimes overlapping) missions, and provide most of the striking power and electronic warfare capabilities of a carrier strike group CSG. CAW ETHOS New pilots of any experience are welcomed with the only requisites being enthusiasm, time, ability to cold start, take off and land safely (runway) within Openbeta build & the Super Carrier module. You will be expected to engage in a facilitative mentored training programme. It would be advantageous to have PG & Syria terrain maps. Our aim s to promote esprit de corps and assistance to one another in learning the roles and technical aspects of these exceptional aircraft.... all in an enjoyable and friendly hobby environment. In missions we fly formerly with NATOP procedures without the bull and in training there is plenty of craic!. CAW SQUADRONS 809NAS is equipped with F4A/B 892NAS is equipped with F18C 727NAS is a training SQN with the very capable free T45C CAW Expeditionary unit with AV8BNA. UH1h, Mi-17 & UL60 Pilots are encouraged to qualify and remain current in 2 or more operational airframes but there is no compulsion. All Squadrons wherever possible train and fight from the same carrier and tactically support one another when possible or planned.… decks are busy! TRAINING PROGRESSION Competency based syllabuses for the F18 & F14 have self driven pathways with plenty of mentors. All pilots joining CAW spend some time in 727, even experienced pilots (albeit that time may well be very short and is mainly a clarification of carrier recovery skills) The T45, a dual seat carrier capable trainer is used for basic flying skills training and in the intro phases of low level tactical initial BFM. CARRIERS & MAPS USS Theodore Roosevelt (CVN-71) USS SAIPAN (LH2) and USS Forrester are used so the SC module is required. Syria and Persian Gulf are used as well as DCS Caucasus and Marianas but not a requirement, if not held then some missions will simply not be available. All training is on default maps. MISSIONS Mission nights are normally Tuesday when we fly will all the other Squadrons of RAFAir and Thursday which is a mixture of training and CAW missions. Pilots are often active on most evenings, sometime, somewhere Timings are around 19:30(UK) to 21:30 RAFAir have 4 24/7 servers available to all. If interested contact us on Discord https://discord.gg/FdV7vxmSHY Some vid's... https://youtu.be/dKdpDhWwzZc https://youtu.be/8ZK6S2ErGx0
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Hi, there~ Recently I encountered a problem which cause landing success rate drop by around 9 percent. Im not familiar with the collision model shape of the tail hook and arresting cable. After several attempts after this problem. I change my aircraft landing pose by pushing the stick just before landing on the deck. Ofcourse the AoA would be smaller, but it seems the arresting cables are all properly caught by the hook. Could anyone tell me the right landing AoA control making the tail hook catching arresting cables, without just running through. I was keeping the AoA indicator in orange getting about 8degree AoA. Appreciate the help in advance and looking forward to any suggestion~
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So, I recently downloaded the CJS Superbug Super Hornet Mod. I know this mod runs off the existing F/A-18C files, so it shares the same characteristics. This should mean it shares the same RCS, turn rates, turn radius, acceleration, top speed, and radar strength. How can I change the RCS? Because the Super Hornet has increased radar stealth characteristics. Also, if I can increase radar strength as well that’d be wonderful. I’ve never done modding, and I’ve never messed with the game files before, so any and all help is appreciated. Thanks!
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I was making a custom livery for the F/A-18E Super Hornet (CJS Mod), and I finished the first dds file. When I exported it from GIMP and booted up DCS, it is just rendered as black. It was working before. I would periodically check the skin as I worked on it, but now it won't work. Someone, please help. I worked for at least 30 hours on this.
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I have spent a multitude of hours researching how I can try to edit the avionics and flight model of the CJS Super Hornet. Alas, I have had little to no success. I’m at a loss right now, and I would really appreciate some help. I know little to nothing about coding or computers, so this is all very confusing to me. From all my research, I found that the player flight model for the hornet (also used by the CJS Super Hornet) is a professional flight model. This PFM is a .DLL file and is encrypted. I heard the avionics are also encrypted (probably also in a DLL file [i never found it so I wouldn’t know]). Can someone help? I got DCS for my 15th birthday in July, and I found the Super Hornet a while ago. I just really want to make the flight model more like a Super Hornet. If someone knows how to edit these DLL files(idk if that’s legal. Is it?) please teach me. Or maybe if someone knows how, you could edit it for me I suppose? Maybe a developer could help me, someone with knowledge and authorization? Please, I just really want this. I know the Hornet and Super Hornet are really similar, but I love the little details. I love small changes that make each aircraft different, even if it’s two variants of the same aircraft. I love dogfighting, and I’ve heard of the AoA and slow speed performance of the Super Hornet being even better than the Legacy Hornet. I’d love to experience that. I don’t intend to sell or pirate the DLL files or anything. I know they took years of research and development, and I deeply revere that dedication. I would never steal that work. I’m not trying to pay anyone for this, and I don’t expect someone to help. I’m not entitled to help. However, I just wanted to reach out and see if I can find the right person who wants to help me. All I want is to fly the Super Hornet with my little brother and my friend. Please help, I’m out of ideas. Also, if anyone does help, here are the changes I would love to see: Decreased RCS to around 0.1-0.5 m2 (I think it’s in the .lua but I’ll put it in just to be safe) Increased radar detection range. (The AN/APG-73 did 60nm, but the AN/APG-79 does 80nm; I can detect a plane sooner than Legacy Hornet can) More consistent Radar STT lock (DCS Legacy Hornet loses STT lock a lot; appears to almost be intermittent at times) Increased thrust (to emulate increased subsonic acceleration) Better AoA performance (Legacy Hornet flew at max 35o AoA; Super Hornet allegedly has higher max AoA; 20% better seems like a good estimate) Increased lift (Better slow speed characteristics; more control at low speeds; 20% better seems good) Increased pitch rate (Nose pitches up or down quicker and with more control; maybe 7o faster) Increased survivable G load (requires higher G-force to break wings off airframe) (If I over-explained, I’m sorry. I just don’t know if I used the right aviation terms and want to make sure I’m understood properly)
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Im not sure if im doing something wrong but i flied f18 quite a lot and when i use agm65f its rng of locking or not sometimes it does sometimes not. I realized that it very easily locked some tiny boats (without ship mode turned on) with just uncage and then slewing cursor to them and then stopping slewing then it instantly locked them i could kill two in single run and then i wanted to destroy some ground targets and there problem begins i tried slewing them many times i couldnt kill a single vehicle when i tried slewing them and stopped maverick kept moving for like 2 seconds and couldnt at all achieve lock whst wss the closest way to actually destoying vehicle was via looking just at hud and arrow and trying get good shoot with just uncaging basically without locking. I tried really many times but it cant lock target it looks like cursor is in somethint similiar for boresight mode for 2 seconds cuz it keeps moving and then ur not even avaible to shoot whats weird it can mostly lock everything around even grass (while slewing i mean it instantly locks when i stop holding tdc depress) when slewing it but not the vehicle i had the right contrast selected for it to lock also definiteky in range it was mostly between 2 and 5 miles i wasnt using targeting pod. After some time researchint some other guy had kinda similiar problem but he was using targeting pod
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I have a question, that search only seems to find NWS issues...I spawned in sim F18, instant action, cold and dark in the Syrian map... After starting, I began to taxi to the runway...not waiting for the INS to settle in, (maybe be related.??)..I stopped to look up and down the runway and the jet would no longer move...NO parking brake ect.ect. After hitting F2, noticed the wheels, all of them were spinning, but the F18 would not move, even at full thrust..They did spin faster tho !! I had to quit, but did not restart yet...What happened, INS related..?