Aircraft: Observations
Posted: 2008-01-09 10:59
First of all: Thank you DEV's for putting work into the jets this time around, great job all around for an amazing mod (I actually like being a ground-pounder now!). As an avid flyboy, I'd just like to share some of my observations with the rest of the community and offer a few suggestions.
1) A question actually: The missile systems are INFINITELY better than in .6, thank all that is holy, but is their some sort of value that determines the failure rate of missles? I've fired a long range missile at a guy flying straight and level; he flares repeatedly, which deflects the missile. Good enough for me. Later, I look around the cockpit and see an F-16 and he launches a LR missile at me from a 90 degree angle. I turn about 30 degrees into the missile, dive and flare. The missile still hit me despite juking and flaring, which left me scratching my head. Was I just unlucky?
2) Problem with Qinling; I've talked to a few flyboys and many of them have had problems with the complete whiteout in the sky; the clouds are so friggin bright-white that they effectively white-out the HUD. The J-10 has a red HUD which is only a tad bit better, but I am effectively blind with the Eurofighter, which makes bombing problematic. I looked in my graphics options and didn't see a contrast/gamma correction. If there is one, can someone enlighten me? And if it's not an option, could a sky swap be considered?
3) 10 Second out of bound times are sort of unrealistic, given the turning radius the jets have now IMO. Extension to 20 mayhaps? I doubt ground forces can abuse a 20 second out-of-bounds time.
4) I read the wiki and I just want to confirm something; the orange CAS marker just means they needs air-support in the area, and only the red marker is the coordinate we can target with bombs and missles, right? I notice that there isn't a targetign box when an orange marker appears in-game. Or are we supposed to get targetable coordinates there too?
Thanks for an amazing mod
-Deprave-
1) A question actually: The missile systems are INFINITELY better than in .6, thank all that is holy, but is their some sort of value that determines the failure rate of missles? I've fired a long range missile at a guy flying straight and level; he flares repeatedly, which deflects the missile. Good enough for me. Later, I look around the cockpit and see an F-16 and he launches a LR missile at me from a 90 degree angle. I turn about 30 degrees into the missile, dive and flare. The missile still hit me despite juking and flaring, which left me scratching my head. Was I just unlucky?
2) Problem with Qinling; I've talked to a few flyboys and many of them have had problems with the complete whiteout in the sky; the clouds are so friggin bright-white that they effectively white-out the HUD. The J-10 has a red HUD which is only a tad bit better, but I am effectively blind with the Eurofighter, which makes bombing problematic. I looked in my graphics options and didn't see a contrast/gamma correction. If there is one, can someone enlighten me? And if it's not an option, could a sky swap be considered?
3) 10 Second out of bound times are sort of unrealistic, given the turning radius the jets have now IMO. Extension to 20 mayhaps? I doubt ground forces can abuse a 20 second out-of-bounds time.
4) I read the wiki and I just want to confirm something; the orange CAS marker just means they needs air-support in the area, and only the red marker is the coordinate we can target with bombs and missles, right? I notice that there isn't a targetign box when an orange marker appears in-game. Or are we supposed to get targetable coordinates there too?
Thanks for an amazing mod
-Deprave-
