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Caesar

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Everything posted by Caesar

  1. Picked up a copy. Fun airplane to fly; really cool to see a freeware community mod making its way onto DCS!
  2. The setting should be "Fire Primary Gun" or something to that effect. I think by default it is Enter; you need to map it to your stick if you want the trigger to fire the gun. Of note, some aircraft don't have guns (e.g., F-4J, unless the pod is attached) so you won't be able to fire one!
  3. New Rig

    Happy anniversary to you and your wife!
  4. Yeah, it runs the game perfectly fine with everything maxed out save for the load times and sometimes first bandit appearance. Once the fight's on, even with heavy numbers of aircraft I don't notice any hiccups. I just didn't want to eat up my SSD space too much so I put it on the main HDD. Cool to see you went with a Threadripper. I had considered it when building this machine, but at that time the 7700K was still chewing up games at a much lower price. Not as future proof, to be certain!
  5. 7700K (Boost to 4.5GHz), 32GB DDR4, 1080Ti, 500GB SSD, 8TB spindle. The spindle drive is probably the biggest bottleneck.
  6. Got mine a few weeks ago; now just hoping they release it on the 21st or thereabouts!
  7. TMF F-14 Tomcat Super Pack v1.32

    Only the APG-71 had synthetic aperture radar for air-to-ground; the AWG-9 equipped Tomcat had basic software, CCIP and rudimentary air-to-ground support, which is represented. However, even with the APG-71, the game's avionics file that allows for the air-to-air modes used by the F-14 (AvionicsF14A.dll) does not allow for air-to-ground modes to be used. Avionics70 does, but does not allow for true track-while-scan/multi-target engagement, so we used AvionicsF14A. The problem is not the mod, it's how the game handles avionics. If it ever gets updated (which I strongly doubt it will), and it allowed both the air-to-air and air-to-ground modes of the APG-71, you can bet we'd update the mod to add it. As it stands, it cannot.
  8. Well, I bought the Hornet. Pretty easy to jump into just to fly, I'll say that! Doing the slow-speed Blue Angles pass (~50 units AOA, ~70 knots IAS) was pretty awesome. On the other hand, to actually fight in it, holy geez I need to do a lot of control mapping! Fortunately, Sidewinder/GUN/Shoot are easy enough!
  9. I've started playing DCS with some of the FC3 aircraft to start re-familiarizing myself with the simulator. Something tells me I'm probably going to be playing nothing but DCS for a while after this module gets released.
  10. (Skip to 18:20 to get to the real meat and potatoes) Heatblur just opened up the F-14 for pre-order. The aircraft is supposed to release for early access Winter 2018. Based on all previous modules following the Mirage 2000, the pre-order version will probably NOT be compatible with the Steam version of DCS, so bear that in mind. It would be interesting to see if the early access release comes out 21 December, since that would be the 48th anniversary of the first flight of the Tomcat.
  11. Bullshit, you can be mine! (HARRRR) I just reinstalled my stand-alone copy of DCS (only 8 installs left!) to support the Tomcat due to the Steam incompatibility issue and ran a bunch of updates. Kind of miffed that the two versions are incompatible - on Steam I have the F-5 and Flaming Cliffs, while on Stand Alone I have the A-10 and will have (God willing) the Tomcat. I also noticed in the recommended settings on Heatblur for the F-14 module 32GB of RAM for "heavy missions" (which I'm guessing include RSR-style fleet defense missions like the one they showed in their reveal video) - I finally have an excuse for having as much in my machine! Will also see how the 1080Ti deals with it in 4K. Now if I could only get an Oculus that doesn't require me to wear my glasses...I wonder if my mask inserts would fit?
  12. While I can't wait for HeatBlur's Turkey, I have absolutely been considering picking up the F/A-18; I'm just not ready to drop $70 on a Beta. I'm hoping it goes gold sometime soon. Certainly looks fun - that alpha towards the end...
  13. If you have SF2:NA, install the V1.32 Super Pack, it's the most recent (same team but Spectre moved his focus on to other projects so I became the uploader, hence it looks like 2 different F-14 packs; in reality, the 1.3x series is just the most current of the same pack set). I don't think there should be a problem with installing other aircraft, but understand that it will overwrite any other of the same aircraft included in the campaign, which could cause units to disappear, weapon loads to change, etc. I'm sure I've missed something, so hopefully more folks pile on.
  14. I just hope the initial release comes out this year.
  15. With respect to your original question - no, the game will not immediately display the information of the radar locked target in the lower right of the screen. What you need to do to see that information is related to what Crusader posted. Once you've locked the target, you have to hit "visually acquire radar target," which by default is "CTRL+R." From here, you can direct your wingmen to attack your target, or otherwise ID your target. If you drop lock and change to a different target, you'll have to hit CTRL+R again to acquire the new target visually. Of course, this is a little unrealistic, since you can hit CTRL+R at whatever range you've acquired the target, be it 5NM or 150NM with a powerful enough radar. The closest thing the radar alone will give you is the IFF of whatever you locked up, assuming the radar is capable of doing so (e.g., AN/AWG-9 in TWS). Given this, you'll be able to see if whatever you locked up is squawking friendly or enemy, but you won't actually know what you've locked up. With respect to button functionality, you shouldn't need to edit the .ini directly, since you can adjust your controls in-game, but you can check to see what binding is set for visually acquiring the radar target, and change as necessary. Hope this helps.
  16. Here's My Question about the F-35

    What DA said. Strafing runs are called in common enough with fighters, and you can even see one on Speed and Angels with "Faceshot" and his RIO doing a strafing run in support of troops in contact. 20mm is absolutely legal to fire at infantry.
  17. I just ran a test with the Iranian F-14. I couldn't reproduce the problem. Maybe overwrite the data.ini file with the original from the zip? If that doesn't work, please PM me your data.ini and I'll compare it to the original file and see if something got jacked up. As for F-14A_77, that's a TW model, not part of the SP, so I'm not sure why it would have an issue.
  18. Iran unveils new Kowsar Fighter

    My initial response was very cynical. To be certain, IF Iran has gotten to the point that they have reverse-engineered the F-5 well enough to make new copies, that would be pretty damn big for them, even if it gives them what is effectively newly built 60 year old technology with a few extra gadgets. That said, their claims are just so pathetic, which really spurred my comment. It's not new, it's not indigenously designed, it's not 4th generation, it doesn't compare to anything we have in the area; literally every claim they are making about it is false, with the possible exception that they actually manufactured it in-country, and to that point, I'm skeptical.
  19. Iran unveils new Kowsar Fighter

    A 100% indigenous-designed and made F-5F Tiger II...
  20. I believe it was Fubar who figured this one out - someone correct me if I'm wrong so I credit correctly, but yes, you can add a g-limiter to your plane. Add this to the [Fuselage] section of the aircraft data.ini: SystemName[XXX]=CAT1_G_Limiter (NOTE: Add the next number iteration from the Fuselage section. For example, if the last entry was SystemName[028]=RightStab, you'd name the limiter SystemName[029]=CAT1_G_Limiter) Then, somewhere below that (I usually keep it in the section which defines the wings, vert tails, stabs, etc.): [CAT1_G_Limiter] SystemType=HIGHLIFT_DEVICE DeploymentMethod=AUTOMATIC_G_loading CLiftdc=-2.7500 CDdc=0.0 Cmdc=-0.350 AreaRatio=2.000 SmoothDeployment=TRUE Setting[1].Angle=45.0 Setting[1].DeployValue=7.33 Setting[1].RetractValue=7.25 MaxDeflection=20.0 MinDeflection=0.0 ControlRate=5.0 ModelNodeName=Internal For this example, the g-limit is set to 7.33g. I think the retract value can be closer to the deploy value, but I don't think they can be the same, and retract should be slightly below deploy. So, if you want your F/A-18 to follow its nominal symmetric g-limit of 7.5, or even a slight overshoot to 8.0, you can set the DeployValue= to, say 7.55 or 8.0 or something thereabouts. The retract value should be something like 7.45 or 7.95, respectively. Play with it a bit to see what works best.
  21. The Super Pack Turkeys use a number of asymmetric loadouts for TARPS and Strike (e.g., differential pod/ECA/EFA on Phoenix pylons, TARPS pod and nothing on back pylons, and for strike LANTIRN pod on one glove pylon and Sparrow or Phoenix on the other). It's especially noticeable on the F-14A/B/D_(96) aircraft, so you can look at that. I thought the Tornado did something similar for some of its loadouts, too.
  22. Wow, I have no idea why the US version would be censored. Whatever, at least they got rid of that stupid DOGFIGHT MOOODDDDEEE! Some hope remains for this one.
  23. No textures as in the plane is not appearing or no textures as in it appears but shows up in all black? The plane should work fine in SF2V, since it is a stock model in that game. It could be your expansion is trying to render a squadron that isn't installed.
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