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Posted (edited)

About KC-135 characteristics

 

I have some questions about the KC-135 tanker and its flight characteristics and functions.

 

1. What AOB (Angle-of-Bank) is planned?

In FC 2.0, the KC-10 flies turns with 45° bank - too much. Most, 15°-25° AOB turns are used.

 

source: http://www.raf.mod.uk/rafcms/mediafiles/06BDC1E5_1143_EC82_2E4C0F92CA91AA06.pdf

 

With that AOB such as, real leg separations (minimum: 8nms) are possible.

 

 

2. Will all refuel assistance functions work in MP?

I mean the lights on the bottom (PDL), for contact position, for instance.

 

 

As a start, that's all.

 

 

kind regards,

Fire

Edited by VTJG17_Fire
AOB corrected

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Posted
will the pilots heads move around in the cockpit?

Always adds to the feel of a game i think.

And if it worked in conjunction with trackir across multiplayer so when i moved my head you see it that would be AMAZING!

If I'm not mistaken I think it works like that already.

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Posted
If I'm not mistaken I think it works like that already.

 

Doesn't it only show side-to-side head movement, though?

 

It would be nice to add up-and-down movement, so you could pass a head nod in multiplayer.

 

Head nods are used by wingmen to signal readiness before takeoff, and by the flight lead to signal brake-release, afterburner usage, and configuration changes (gear, flaps).

 

It's always a struggle making a formation takeoff in multiplayer without being able to anticipate when lead is going to release the brakes.

 

I don't have FC2, so maybe this is already fixed?

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Posted
Doesn't it only show side-to-side head movement, though?
True :(

 

It would be nice to add up-and-down movement, so you could pass a head nod in multiplayer.
That would be nice, hand signals would also be pretty nice.

 

Head nods are used by wingmen to signal readiness before takeoff, and by the flight lead to signal brake-release, afterburner usage, and configuration changes (gear, flaps).

 

It's always a struggle making a formation takeoff in multiplayer without being able to anticipate when lead is going to release the brakes.

 

I don't have FC2, so maybe this is already fixed?

I don't either :cry:

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Posted

Will the Editor have some improvements as well and if so, what are you planning?

IMHO a lot of potential goes to waste due to the very limited mission editor. DCS features several very detailed vehicle models and all come with some combat AI. If a user could script himself a GUI to spawn and give move orders to vehicles, the sim would become a homebrew RTS game.

An even more interesting mission would be a town conquest mission where vehicles spawn at front line towns and start moving to capture the opposing town once sufficient units have spawned. The players job would be either providing CAS to the attacking troops or cutting off supplies to prevent a build up of forces in the enemy town. That would a gamey dynamic campaign and could be played without ever leaving the simulation mode and albeit not realistic it'd still a lot of fun (yes, I'm thinking of ARMA's warfare multiplayer mode here and since it's fun there, it's going to to be a lot of fun in DCS, too).

All that is not possible yet due to the very limited mission editor in the sim. :(

And it wouldn't really require much. Only requirements I can think of are script commands to create new vehicles, delete destroyed ones, move orders and a counter.

Posted

Does the A-10C have TACAN or Air-to-Air TACAN?

 

 

kind regards,

Fire

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Posted

In DCS, too? :D

 

 

kind regards,

Fire

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Posted
In DCS, too? :D

 

 

kind regards,

Fire

 

:megalol:

 

 

Yes :)

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Posted

I know the topic has been broached before, but I couldn't find a definitive answer...

 

Will the Mission Editor have the ability to display Imperial units? Ideally, it would be nice to be able to choose between feet, nautical miles, meters, and kilometers from within the ME, regardless of GUI settings.

 

Thanks.

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Posted

Easier in what way? I'd say you better bone up on some good ripple settings ... this single-bomb sniping thing ... eh.

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Posted

hey guys question about the targeting. some times in falcon 4, i just want to take manual control of the targeting pod. for some reason some time it wont let me control it. it will just be stuck to a steerpoint or something. In dcs a10, is there a mode that i can just take full control of it, point it at whatever i want, and when i want? also does the A-10C even have ground radar like the F-16 does?

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Posted

You can control the pod, and no, the A-10 has no radar.

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Posted

In Falcon I believe you can use SP (snow plow) mode. That's one option.

 
 

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Posted

Most certainly not. Unguided bombs are NOT accurate ;)

 

You can pick your aimpoint better perhaps, but the bombs themselves have a certain circular error probability.

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Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted
Most certainly not. Unguided bombs are NOT accurate ;)

 

You can pick your aimpoint better perhaps, but the bombs themselves have a certain circular error probability.

Damn. How do you self-designate targets for LGBs? :megalol:

Posted

With the pod.

 

If you want to drop iron on a bunch of targets, ripple your bombs. That's what ripple settings are for ;)

If you want to take your time and plink them, use either laser or gps guided bombs.

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Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted (edited)
CBU-97. The CBU-97 consists of an SUU-66/B tactical munitions dispenser that contains 10 BLU-108 submunitions. Each submunition contains four hockey-puck-shaped sensor-fused projectiles called Skeets. These detect targets, such as tanks, armored personnel carriers, trucks and other support vehicles, and fire an explosively formed penetrator.
Just read back on the A-10C webpage. Nevermind the other bombs.;) Crap, it can take out at least 6 tanks in one drop! Edited by Poor mans sniper
Posted

Sure, if you drop it from high enough and they feel like making an easy target for you ...

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Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted

Mission Editor - placing units

 

In the Mission Editor will there be a satellite or live view so that we can check units are placed and orientated correctly on the map?

 

The current ME in BS is tedious and extremely time consuming in this regard. i.e. Start up the Sim and cycle through the units, making notes on a piece of paper then back into ME to move and re-orientate, then back into the Sim to check and so on ... (I would estimate that over 50% of my mission building time is spent doing this).

 

At least tell me there is a less tedious system in place.

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