YeahâŠthe scenario would have to be really tailored to a storyline to make it something Iâd really want to mess with. The one scenario that I did enjoy practicing was the low level loft delivery with the MiG-21 in DCS World just for the fact that it was a fun exercise in precision flyingâŠ
Fixed incorrect joystick/throttle haptic feedback on Quest devices using SteamVR
Reduced trigger latency for interactions and joystick on Oculus Touch devices using SteamVR (Rift and Quest. Requires using the new default oculus_touch SteamVR binding, or binding the triggerbutton action)
Added setting for joystick/throttle haptic feedback intensity
Fixed errors thrown by radar
Fixed: âPATHâ label did not indicate path mode correctly in MFD GPS page
Fixed error when AI pilot fires the last AGM on a weapon mount
F-45A
Fixed: Autopilot altitude and heading controls were initially clickable when autopilot was still off
Fixed errors thrown by MFD GPS page
Localization
Updated Chinese localization file
v1.2.0p2
General
Set âthumbstick modeâ automatically for known controller types
Fixed: incorrect joystick/throttle haptic feedback for Quest 2 controllers
F-45A
Fixed: NAV autopilot altitude and heading did not display properly
I wonder if the developer is ever going to do some playable âRed Forceâ aircraft? That would be an interesting addition to the already superb line up of flyable aircraft IMHO.
Are you kidding? Thatâs cool as heck! Thereâs room on the deck to park every plane in your navy topside and still have launch and recovery ops. Plus thereâs room for multiple hangars and a sub pen bellow the landing deck. The real question isâŠwhere do you park the damn thing?
So to my non-engineering eye you can do recoveries while simultaneously launching from the outboard catapults it looks like. That would be fun watching a bolter zip by between you and your wingmanâŠ
If you bolter and end up in the drink, presumably there is a deployable scoop under the ship to scoop you up before you go through the propellers.
Plenty of deck space for those R&R daysâŠand rigging a slack-line between the dual bows should work out nicely. On slow daysâŠyou can play the game ofâŠ"lets run the carrier up and see how far up the destroyerâs butt we can get it wedged into our bow wedgeâŠ
Iâm no marine designer, but my first impression was âgreat, a catamaran design that doesnât actually use the full deck, where the limiting weight factor on bolter landings is runway length and thatâs been placed in the shortest place possible, with the added bonus that a broken arrestor wire makes the ship run straight-over the dunked aircraftâ. Apart from that it, all good.
Iâm not sure if being able to launch the already flying air wing is a thing thatâs really a nice to have. I get impression that when a carrier does an op they donât tend to leave lots of spare aircraft hanging around. The only advantage of the design is that the launch area is a separate from the recovery, and unsure of the value vs cost.
(btw, Iâm not serious about any of this, itâs all good fun - I like mech games, and it feels like the sort of thing that could live in those universes, rivots uncounted!)
EDIT: Actually, maybe it could combine with some other carriers, so like a transformer, and this is the âpantsâ part?