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subs17

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Everything posted by subs17

  1. subs17

    Aircraft Rudders

    Thats good to hear I wonder what their intentions are with aircraft in Arma 2? Theres a good opportunity there for them to make some extra money with fully modeled aircraft and vehicle addons. It would certainly add alot more to the enviroment to have actual jet and helicopter sim pilots doing their stuff on the battlefield online. Its possible FighterOps might go the FPS path one day but that will be a few years yet.
  2. subs17

    Aircraft Rudders

    How about this for a startup sequence. http://www.thebattlesim.com/index.p....lang=en Try the startup video and the Abris/WCS.
  3. subs17

    Aircraft Rudders

    Yes it will be a two seater. The WSO workload will be fairly low but never the less essential to use LGB's More info here: RKSL Studios website and here: Â BIS Forums thread As i said before, it would be good if the engine could be adapted to support some variable that we could use to define the yaw rate and speed at which you lose authority. Is it possible to have an optical view with zoom for the WSO and are you guys using a similar mod to the one in OFP where a soldier could paint a target for aircraft to drop LGBs on? How would you go about implementing A/A radar for the F3? That Tornado looks excellent BTW.
  4. subs17

    Aircraft Rudders

    That makes sense although the fixed wing FM is really quite bad(worse than acecombats FM if you could call it one). I think not only the rudder but roll rate, acceleration and rate of climb .
  5. subs17

    Aircraft Rudders

    Speaking of aircraft check out this video a new 3d model for Arma a Tornado. http://uk.youtube.com/watch?v=U4a0H1df8TQ I think the animation for this aircraft looks bloody good I wonder if its a 2 seater online?
  6. subs17

    Aircraft Rudders

    Of course it can and yes the rudder can be used but as I stated its rarely used. Including dogfights you will see why when you check the above link. I agree with the idea of having separate FMs for each aircraft but the rudder depends on the aircraft type and how its used IRL. I seem to lack the brainpower to explain to you why your statement is wrong. Rudder was used in BFM from the Fokker E.III to the F/A-22 and it will be used until FBL systems can automaticaly manouvre into lead positions. At that time there won't be a pilot in the cockpit anyway. Nevermind mate...gone off topic for to long... No rudders are generally only used in a dogfight in the slow speed. Generally the pilots try to keep the energy rather than losing it as the slower you are(or faster) turing less tight than what can be acheived whilst turning at the corners speed 330-440kts. By taking the fight to slow speed against a Mig29 or SU27 you are essentially playing the fight at their advantage. If you read the USAF tactics manual you will have a better understanding of what the immediate drills are for F-16 pilots. I'm not saying not to model rudder or flight models correctly what I'm saying is the F-16 pilot rarely uses them. As for the A-10 it may well use the rudder more although I wonder myself so next time I see an A-10 pilot I'll have to ask unless there is any here?
  7. subs17

    Aircraft Rudders

    Complexity can be scalable so arcade on some servers and more complex on others. I think the addition of an MFD with a slewable TDC which you can zoom, ground stabilise, lock and use TI would be cool and closer to the real deal with minimum effort than going the whole hog with a fully clickable 3d 6dof pit like Black Shark. Also a laser range finder would be good as well.
  8. subs17

    Aircraft Rudders

    Of course it can and yes the rudder can be used but as I stated its rarely used. Including dogfights you will see why when you check the above link. I agree with the idea of having separate FMs for each aircraft but the rudder depends on the aircraft type and how its used IRL.
  9. subs17

    Aircraft Rudders

    Have a look here: http://www.fighterops.com/forum....=rudder
  10. subs17

    Aircraft Rudders

    The Fly by Wire FLCS does all that for you, can still use rudder though in situations such as landing in a crosswind etc. Try asking here http://www.fighterops.com/ As I mentioned the A-10 still uses rudder in certain situations but in most F-16 sims its rarely used.
  11. subs17

    Aircraft Rudders

    Doesn't FLCS do this in modern jets? Yes it does In Real Life
  12. subs17

    Aircraft Rudders

    of course - that's usually what the rudder is most prominently used for - to keep the aircraft in balance, however, it doesn't mean you cannot turn using just the rudders. have a look at the "Rudder Effect" vid link i posted before - it's actually from an F-16 simulator. if that thing can turn, why not other jets? Yes I have that sim thats Falcon 4 as I stated rudder is rarely used in real life in high speed aircraft such as F-16s. In falcon I rarely use the rudder unless the aircraft is damaged although I do use the rudder occassionally in lockon in the A-10 for example to help adjust my aim whilst straffing. Trim however is something all aircraft use.
  13. subs17

    Aircraft Rudders

    Rudder is used in fixed wing aircraft to coordinate turns as if you turn without using them the aircraft is actually slipping sideways. The exception to this though is fast moving aircraft such as the F-16 which hardly use rudder at all although they do use trim as the fly by wire system takes care of it.
  14. Raise your right hand if you're here playing ArmA running away from BF2? I am. When in BF2 would anyone stick to the ground when an empty helicopter is parked a few feet away? Hardly ever. I hate helicopter-fever with a passion. Helicopters and jets and the like are a huge source of firepower; in terms of both realism and gameplay greater firepower comes with greater responsibility. If your version of 'enjoying themselves' is hopping in the nearest, most expensive piece of military hardware alone, without support, with no sense of preserving either you or the hardware and with no intention of helping your team, then you get exactly ZERO sympathy from me. I don't know what dictionary you're working with but my definition of "fun" doesn't including being stupid and uncaring to your fellow teammates. Thats really following the BF2 approach right there. IMO its better to release a high quality FPS at the detail of Arma or OFP and then release individual aircraft/tanks/ships/submarines addons that are correctly modeled to realistically show/model the aircrafts/vehicles capabilities(to an acceptable level) correctly and then have that as an addon increases profit as people will buy the addon to use the vehicle. Now for me the helicopter FM isn't that much of a big deal(since I can use my Hotas) but the actual weapons employment is! For a gunship pilot its more a matter of sneaking up on the target and nailing it. But 1st of course you must find the target in order to destroy it so TI and NVGs etc come into the equation. Locate the target, slew the TDC,Ground stabilise, Lock, LASE, Fire. Not simply arrive at a waypoint, cycle target and fire. . Where the A-10 comes in its a matter of finding the target visually with Trakir,turn towards the tgt and ingress, slew TDC, ground stabilise Lock 65 and fire.(not forgetting master arm on) As for straffing with rockets and the avenger you need a good pipper and for bombs of course CCIP pipper and CCRP. From a jet combat/Gunship simmers perspective actual combat involves procedures to employ weapons and missions are planned well in advance in great detail to avoid threats whilst still hitting the tgt on time and with the right weapon. As for A/A combat the radar/ECM/RWR/Trakir all play a vital role in finding the enemy whilst teamwork and good sensor use helps you locate the bad guys and use the correct weapon to take him out. 9 times out of 10 most kills should be BVR and should be done by CAP.
  15. Viper is also the F-16s nickname hence the confusion. I've always considered the AH1 to be the Cobra and the 1Z the supercobra.
  16. The F-16 has always had FBW .
  17. Ok the real problem here is that the UH60 is Fly by wire flight controls. So its FM is totally different to the Cobra or littlebird. I think that the UH60 requires much less tail rotor input IRL than the other helicopters because of this. Now if you compare the Little birds and Cobras FM to FSX you'll find FSX is closer to the real deal in that tail rotor input is required according to increase in revs by the main rotor. Even during highspeed flight such helicopters still require input from the tail rotor where as FBW probably doesn't as it would automatically adjust that for you.
  18. subs17

    Aircraft Rudders

    Compared to other FPS games out there the FM for Armas helicopters is the best I've seen so far. I can still pull loops and rolls with the Cobra. I haven't tried the hog out yet but when I do I'll be able to compare it to lockons as I've spent a fair bit of time using the hog in lockon. From a realism perspective I think the weapons employment from the helicopters could be better if we could use a proper optical sight on an mfd and also couple that with zoom, ground stabilise and lock with laser for hell fires. I know that in OFP there was the ability to paint a target from the ground for lgbs. It would be good if the Kiowa could do this for the cobras hellfires(if someone were to make one for it).
  19. subs17

    Aircraft Rudders

    Yup as I just discovered, this game rocks now.
  20. subs17

    What in the hell were they thinking..

    I have fixed the problem thanks guys I am now an Arma addict .
  21. subs17

    What in the hell were they thinking..

    You can... Well... I mean, I can... maybe you can't... What do have collective set for your throttle and rudder pedals setup for your tail rotor? My X45 doesn't seem to be detected by Arma.
  22. subs17

    ArmA like you've never seen it before

    Ok nice setup but you really need HOTAS though it takes away from the realism when you start using a mouse to fly a helicopter. HOTAS with rudder pedals in ARMA would be more impressive. BTW how many projectors are you using?
  23. subs17

    Aircraft Rudders

    Decent HOTAS support has my vote as with both collective with the throttle and rudder axis for the tail rotor. (with that it would probably be possible to adjust the sensitivity of the rudder axis)The thing is that tail rotor input is constant to fly helicopters. It needs to be applied in response to increased power from the main rotors. If they add HOTAS support then I'd be really impressed as no FPS has ever crossed that line. Just one other thing the targetting for helicopters it would be nice to have a realistic MFD targetting display and also to be able to use the HAT on my stick to slew the TDC onto targets, ground stabilise and lock. That would be cool as an addon anyway.
  24. subs17

    What in the hell were they thinking..

    What about HOTAS support as the controls would be far better when flying the helicopters if we could use the throttle for collective and rudder pedals for the tail rotor. Overall the helicopters nice to fly but just the addition of Hotas support would up the realism alot.
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