When I was working (enroute center, USA) post 9/11 they came up with a new ‘alert status’ thing. And I’ll be danged if I can recall any of it anymore; seemed like it was just the opposite of, and a change to, the DEFCON thing[1]. They actually changed that too…or it may have been the same…or a merger of the two…or something…so confusing.
[1] we had direct lines to NORAD depending on your location (along the border or not)…funny thing was, ON 9/11 I’d push the NORAD button - and NORAD would try to call me - but, nothing. Zilch. No-workie.
Seems the lines didn’t work and nobody had a clue how long it had been inop, cus we never had a need before. So we used a land-line - looked them up in the phone book essentially and made a call (at first).
Yeah, I’ve tussled with the trim thing, a lot. Getting the hang of it but if I don’t use it regularly things get, err, funky for the first few minutes.
That’s my problem. There’s a few modules I’m very proficient (or at least mostly competent) at, and others I mess around with every now and then before I get bored. Too little time, and with work/family life I’ve been away from DCS for over six months now. Need to get back into it, but have to set my sim back up first.
Most curious to see if the Sim PostStart freeze finally got squashed. It says it had to do with hidden units, but my affected missions had no hidden units.
I dislike the game flight mode since I feel it limits learning. It’s the same reason I don’t recommend FC3 to beginners.
To me, the ideal approach would be the full flight model, but with further assists. You know, like another layer of SAS or similar stabilization. Limitations at the edge of the envelope, basically.
Agreed. I was actually just being a little funny, but I think you’re right. Kind of like IL-2’s difficulty options, where turning stalls off, for instance, doesn’t really magically change your airplane’s aerodynamics, but rather just adds an AI stick pusher that keeps you out of trouble. Same with engine management: it doesn’t make your engine unbreakable (sometimes it’s actually the opposite), it just automatically does the things a sensible pilot would do, for you, and tells you about them the whole time.
The external output is the same: it should be difficult to distinguish whether the player is doing it realistically, or using difficulty helpers. Then there’s no downside to mixing them in MP and letting the player decide.