

lmp
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They said that based on existing Eastern and Western modules. Consider the MiG-15bis, F-86F, UH-1H and Mi-8MTV2. Two pairs of aircraft very similar in terms of capabilities and "iconicness". We don't have the sales numbers but we do have ED's statements and we do have forum numbers to judge which one garnered more interest. It's always the Western one. By a lot. Capabilities didn't matter. What matters is most of the audience is Western based and cares about Western aircraft and Western side of the story. There is a section of the player base which cares whether the aircraft will be capable on the dogfight server but it's a small minority (based on ED statements the great majority of players doesn't even play MP). There's nothing wrong with wanting that but it's not a factor for most customers. One thing that might hurt the sales is the limited multirole capability, but that's just not something the Soviets did much. And the MiG-29 is still a much more multirole platform than a Su-25. On the other hand, the 9.12A has a lot of advantages for players more interested in historical or quasi historical scenarios rather than being at the top of the server leaderboard. We're getting a Germany map. And the 9.12A isn't too different from the 9.12 and 9.12B, so it'll fit great on the Caucasus map, the PG map, the Syria map, the Iraq map... Even the Nevada map can be used to host a realistic scenario. A modern, Russian variant, like the SMT, wouldn't be that versatile.
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What you can do is find and designate your target with the TPOD, roll in on the diamond and once you have visual, undesignate and continue in CCIP. At least that's how I remember doing it, it's been a while since I've flown the Hornet. You can place a mark point in case you need to reattack, so that you don't need to look for it again.
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One thing to consider when discussing the merits of multirole platforms versus dedicated fleets of interceptors, strikers etc. is whether you can train your crews (and keep them proficient) in all the roles the aircraft can perform. Even in the rich air forces there's some level of specialisation among the crews. Not everyone does everything. If you're not that rich and can't give your pilots hundreds of hours every year, you may find that your multirole capability is an illusion, despite having the hardware. The Soviet system of having fleets of dedicated rather than multirole platforms and relying somewhat more on ground control has its problems but it also means that a pilot with a lot fewer hours can still be effective.
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The in-game one doesn't seem to. I don't believe any of the radars we have in DCS currently see weather. As to whether it should, I'm no radar expert but I suspect the answer is yes.
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I had good results when I commanded a 25nm narrow search and very poor results in a 50nm wide search. Against a MiG-21, Jester would find him at over 20nm in the first scenario and at around 4nm in the second. I haven't tested this very extensively though.
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I wonder how the clutter modeling will change. Will we see proper, analog clutter like what we're getting in the Phantom?
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fixed RWR not showing locked radars in Search mode
lmp replied to Haukka81's topic in Bugs and Problems
This is really welcome news. I mean, I'll have my hands full with the Phantom for some time, but eventually I'll get back to the F-5. I always do :). -
AH-64D New Features | New Massun Free Assets | F-5E Tiger II Update
lmp replied to Graphics's topic in Official Newsletters
They absolutely will! -
Well, at least now we know what the "something planned" for the F-5E was
lmp replied to _BringTheReign_'s topic in DCS: F-5E
I asked in their Facebook post and the answer was, we're not getting any improvements at least for now. -
There are significant differences in the interface, but FC3 does a decent job at representing the radar/irst features, albeit in a somewhat abstract way. The major modes (RADAR, IR, CC, helmet, optic...) are all there, the three PRF options (hi, med, int) are there, TWS mode is there. It all works slightly differently in FC3 than it will in FF, but I don't think the interface alone will make it harder to fight in the FF MiG. It will be different, but not really much harder. And having a panel I can look at and click rather than trying to remember if changing the PRF was alt+I or ctrl+I or win+I is actually a big advantage to me. I have all the 4th gen FF modules and I don't think the complexity of their radar interfaces is holding me back compared to the simplicity of the FC3 interface. If anything, I feel the added options more than make up for it. What I do feel will make a difference is the more modern, high fidelity simulation of the radar and irst themselves. Ground clutter, false contacts, radar dropping lock more easily or locking onto ground returns, unreliable IFF. All those things that we're beginning to see in newer modules that can cost valuable seconds in complex air to air scenarios. Of course, I've narrowed the problem down to just air to air combat. Outside of that, the fidelity of the FC3 MiG's system is so low that the new interface will make it more difficult to learn. But this is no longer a question of balance.
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I don't think the added switchology will make the aircraft more difficult to fight in. Most of the "fighting" avionics is already there. It's not always modelled correctly, but it's there. The majority of the missing fidelity is in the "non fighting" systems: radios, engine controls, electrics. And all of that will require more from the player. But I don't really feel like I need to do a lot more to lock someone up and shoot a weapon at him in a FF jet than in an FC3 jet. The flight model, as said, will remain largely the same. What should make fighting harder though is a more realistic implementation of sensors in particular.
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For the record, these aren't "regular" MiG-17/Lim-5s, but Lim-6 variants - with an extra pair of pylons for air to ground weapons and a drogue chute. These remained in service until the early 90s.
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already requested Simulation of aircraft peculiarities
lmp replied to zerO_crash's topic in DCS Core Wish List
Something like that would probably have to be introduced gradually, one module at a time. An obvious candidate for me would be the F6F for a number of reasons. Simple, mostly mechanical controls and few systems mean that on one hand, this would be easier to implement and on the other, it would have a bigger impact on the player's experience. In addition, this feature should not only be tied to a wear and tear/maintenance system, but also to the damage model. The nature of damage WW2 planes receive means that again it would have the biggest impact on the player experience. In a modern jet damage is more often catastrophic straight away. -
already requested Simulation of aircraft peculiarities
lmp replied to zerO_crash's topic in DCS Core Wish List
Isn't Heatblur advertising pretty much what you're asking for in the form of their component system? We'll see how that plays out... Little bits of variability are already sprinkled here or there, though for the most part they are minor enough to be ignored. The MiG-15 rolls in a random direction (randomised at spawn) when you exceed the Mach limit for example. I think the generator voltages are randomised (still "within reason") in the Mi-8 and you should tune them with the potentiometers? I may be wrong, I've never done this and never had problems. The obvious question is how serious do we want this variability to be? One engine running a little hotter? Needing to wiggle your wings a bit for the gear to lock? Radar out of tune giving you only 80% of the range? Bomb not coming off the rail at the end of a long sortie? All in all, a very good suggestion but far from trivial. -
not planned Easy/Medium/Hard/Realistic refueling options.
lmp replied to PhantomHans's topic in DCS Core Wish List
I'm explaining what I experienced. Imagining 3D based on a 2D image is based on your brain understanding the size and shape of the objects in the picture. It doesn't work perfectly, especially when the objects aren't familiar everyday things. Even if you've never experienced it I encourage you to be open minded enough to believe other people's perception may work differently than yours. Many people, including pilots who have performed AAR in real life, said this is one area where DCS is more difficult than real life.