I hope they crank up the visibility on that.
… and in VR its useless?
This thread is making it IMPOSSIBLE to resist buying a plane I said I didn’t want/need until after I had more ability in the Hog.
Do it. 20 bucks is 20 bucks
Eh, you don’t really reference it until inside of 3/4 mile anyway. Outside of that it’s pretty difficult to see and the cell height is massive.
The droplets effect is really coming along nicely. Hopefully we’ll see that in the other planes as well soon.
Good to know…!
Am I correct in my assumption that anti-skid works just like it does in our Citation…you mash as hard as you want and the anti-skid computer (measuring the difference between two transducers on the main wheels) gives you max braking? Trying to “pump” or modulate them yourself only makes them less efficient.
I have not. I want to say there is just a placeholder for the EW page, but I’ll have to go back and check (currently away from my computer).
I think that is right.
Looks incredible! I wonder how that rain effect looks in VR, and how much performance it steals…
Chuckled a bit at the «revelation» that a crosswind will make the aircraft want to turn into the wind… I guess such things aren’t second nature for everybody.
Do the picket ships and the ship that trails behind the carrier have set spacing that in any way help with your visual pattern? I found that trailing ship to be invaluable in judging where to be as I roll out on final (not in a realistic way…just in a way that makes me feel comfortable…LOL…)
I’m not sure. They broke VR with this morning’s build. But I’m guessing it will be pretty hard to see that little pixel in VR…
I think we were seeing the same thing when the Su came out with it’s updated flight model and such. It feels like if you land anywhere ‘outside’ the box, then it doesn’t check to see if the hook catches the wire. If you land in the box, then it does. This is a coding thing like a collision box check and if you land outside that, it doesn’t trigger the code to check the hook.
The Itty Bitty Navy Committee will correct/expand, but generally speaking DCS mission makers put escort vessels much, much to closer to the carrier than would be the case during normal operations. There are times ships hang that close around (ceremonial stuff, training, congested waters, swagger pictures, plane guard).
Generally each escort is placed further away from the carrier to maximize potential radar and weapons coverage, allow freedom of maneuvering if under attack, and in-complicate potential engagement geometry (Jarrett engaging the Missouri with it’s CIWS when under attack by anti-shipping missiles in Desert Storm comes to mind). Ships may be even further afield than that, placed as forward radar pickets or possibly SAM traps astride likely azimuths of enemy attack.
Last time I bugged @Navynuke99 about it, I heard ~5 miles is a good rule of thumb.
I wonder if the plane guard ship is always at a specific distance behind…
Well, that would be better than a variable distance in front of
You’ve read the carrier pattern right? If you’re on speed-ish at proper abeam distance, you should roll out close enough to the right spot.
2-3 miles, if I remember right. That’s assuming you’re not just keeping an Angel (helo with a rescue swimmer) abeam the flight deck.
It’s very, very rare to have the rest of the battle group in visual range of the carrier - only times I remember it being a regular - ish thing was transiting heavy traffic lanes- entering the Gulf via the Straits of Hormuz, or passing through the Strait of Malacca (that one was like being on the 405 in LA during evening rush hour on a Friday, but you’re in a warship that’s not even the biggest thing on the road).
Aside from that, once we left port we didn’t see them unless we were pulling into the same place, or doing photo ops, or conducting an underway replenishment - either refueling from the same tanker at the same time, or using our own JP-5 tanks to top off one of the escorts.
Melbourne was hungry. Nom, nom, nom