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BurntCornMuffin
Jan 9, 2009


So, I've been trying to clean up my "basic controlled flight" skills for the F/A-18, and despite reading Chuck's guide, watching several videos on the subject, and rerunning the overhead pass tutorial, I'm still having trouble managing any sort of smooth descent.


When I try to follow the Overhead Pass Landing Tutorial, I always end up coming out of my Crosswind turn either way too high or low, and end up spending my entire downwind leg bouncing between 1500' and 300' as I trim up and set throttle for on speed aoa, at this point so far deviated from the "fly here" rings that the tutorial breaks. Once I gain control, my final turn seems to always come up short, so by the time I actually reach the runway, I hit at about double the recommended descent rate, only having just regained control and seconds before, which isn't quite fiery crash, so victory there, but not exactly smooth, either.

Am I missing something fundamental, or is "Out of Control" the general newbie F/A-18 landing experience? Is there a trick to managing a smooth AoA transition on a turn like the manual says I want?

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BurntCornMuffin
Jan 9, 2009


MrYenko posted:

Rule of thumb for DCS modules of all kinds: Open the axis list, and bind the obvious candidates. Then open the “HOTAS” or “Stick” and “throttle/collective” lists, and bind the obvious suspects from those. You are now 80-90% of the way done, and you’ll find the rest of the stuff you need/want bound just through experience in the course of learning the module.

Or just Google your stick model and plane model. You might find a profile you can import and skip most of the hard work.

BurntCornMuffin
Jan 9, 2009


Vahakyla posted:

Laat time we played this map the ships were pushovers. Their AI got a buff or something so I am sorry for the difficulty.

My newbie FA 18 experience:

Took off, got lost in the airport, spiked a few buddies until I figured out which contacts where enemies, fired a couple of missiles, ran out of gas, landed, crashed while taking off. Upon respawning, realized I had been taking off from a Taxiway up to this point.

Took off from the literal actual runway, flew to target ship, fired some rockets at it, had my fcs/flaps nicked by AAA, limped home, landed nearly on top of an A10, ran out of gas while repairs were occurring, couldn't figure out how to turn the plane back on again, ejected to respawn.

Took off, flew an aimless patrol because I couldn't see any more red on the map.

AAA would fly again.

BurntCornMuffin
Jan 9, 2009


MrYenko posted:

If you fly the F-5 and don’t immediately smile, there’s something wrong with you.

Content: I got my new machine built, which finally allows me to oversample and manage 60fps on my Vive Pro. DCS is loving amazing in VR. Highly recommend.

What specs? I'm planning some upgrades after I had to drop on Saturday due to unplayable stuttering.

BurntCornMuffin
Jan 9, 2009


How on fire will the landing strip of the carrier be from failed attempts?

My guess is very.

BurntCornMuffin
Jan 9, 2009


Does the A10c hud seem really hard to read in VR since the update? I can barely make out anything.

Anyone try the JF17 yet? Word among the pubs is that it's like the F16, except it's actually complete.

BurntCornMuffin
Jan 9, 2009


PSA with the new patch: JF-17 drivers should prioritize getting the engine on, and air flowing through their mask. You will suffocate on the ground otherwise. Imagine the crew chief ripped terrible rear end in your cockpit and your first priority is fresh air.

BurntCornMuffin
Jan 9, 2009


Mr Luxury Yacht posted:

How's the JF-17? I feel like the F/A-18 fills the same multi-role NATO fighter spot as the F-16 so no need to get the Viper, but is the Thunder different enough?

The short answer is yes: it has the easiest avionics to learn and operate by virtue of the fact that most everything is automated, and the datalink is excellent (provided you don't gently caress up turning on your IFF). The modern glass cockpit is particularly ergonomic and designed for transitioning F16 pilots. It has a much wider array of weapons than the F16 and FA18, but fewer pylons to stick them on, so you really have to consider your loadouts, especially given how cool some of those weapons are (you can carry a freaking cruise missile). The MAWS detects IR missiles, and the jammer pod can give slant range to emitters, which gives you superior awareness of threats locking you up.

If you're talking purely from a role perspective, it does occupy the same niche as the F-16 and FA-18, often filling that gap in red teams on servers. It handles much more like an F-16 in that it is speedy, whereas the FA-18 feels a bit more agile to me. If you are VR, I do tend to find the F/A-18 more readable, but the JF-17 has my favorite avionics and pilot workspace otherwise (much more ergonomic than the F16, whose layout I don't care for). The only real issues I have with the JF-17 are that the entity altitude readouts on the HSD are too small, the HUD can be washed out by the sky, and you cannot switch weapons unless either the SMS or Combat display is up (which makes it a pain in the rear end to use the TGP without replacing your radar or HSD with it).

Also, it has a weird goddamn history, and many of its parts are kitbashed from other planes, which ramps up the cool factor.

The biggest difference though, is unlike the American multiroles portrayed in this game, it's actually fully implemented and doesn't have a million placeholders. Try it for free next Tuesday/Wednesday, and see if you like it before you commit.

BurntCornMuffin fucked around with this message at 05:49 on Mar 19, 2020

BurntCornMuffin
Jan 9, 2009


Nothing unhealthy about that fondness, Dekas attitude was the tipping point that led me to pick a Jeff vs an F16.

Honestly, my experience with the F16 trial has affirmed that I chose wisely. Flies well, but between the F16, FA18, and the JF17, it has my least favorite pilot workspace.

BurntCornMuffin
Jan 9, 2009


Vahakyla posted:

They stopped the daily sales and just went on a week long sale in Steam, including maps. Most stuff is half off.

Are they still doing the trials, at least?

BurntCornMuffin
Jan 9, 2009


Sankis posted:

I'm planning on getting back into A-10C again soon and am curious if there are any other modules I should pick up while they're on sale. In A-10C, I really liked the feeling of being a big rear end flying tank. I liked the routine of the start up procedure, plotting a course of action, the setting up of weapons systems and such in the MFCD and then taking off and ruining some pixel man's day. I guess I liked the idea of being someone's close air support.

There's a cycling trial on a goodly chunk of the planes right now:

Snapshot posted:

March 26-27: A-10C

March 28-29: AV-8B

March 30-31: M-2000C

April 1-2: Spitfire

April 3-4: Mustang

April 5-6: Fw 190 A8

April 7-8: Bf 109 K4

April 9-10: Persian Gulf Map

April 11-12: Nevada Map

April 13-14: F-86

April 15-16: MiG-15

April 17-18: Black Shark Ka-50

Your best bet is to try flying them and see what sticks.

BurntCornMuffin
Jan 9, 2009


Stringent posted:

Finally got all my hardware, spent all day finding the post that told me I need a beta version of wmr for steamvr, and was able to run the game. This poo poo is insane. I reckon I've got at least another week of getting the controls mapped properly and working out the graphics settings, then hopefully I can actually start learning to operate the aircraft.

Controls aren't usually too bad. Just follow the training lessons and map anything that seems important as they come up. Most of the historically older planes are pretty easy to map consistently. It's when you start playing in modern planes that your controls start varying a bit and you have to deal with button real estate issues, but having a consistent button reserved for modifiers keeps it from getting completely unmanageable.

The big ones are:
FCS, Trim
Throttle
NWS
Airbrakes
Flaps (unless you can get away with just leaving them auto or clicking to set)
Landing Gear
Kneeboard (show, next/prev page)
A SRS and a Discord PTT
Guns, Missiles
TDC (if using radar guided anything)
Designate/Undesignate (if using radar guided anything)
Countermeasures

Generally, the closer to the 80's-90's the plane existed, the more complicated it gets: glass cockpits (JF-17) make all those systems easier to manage, whereas older planes (F5 and prior) simply don't have all those systems.

BurntCornMuffin
Jan 9, 2009


Raged posted:

I have a Rift S and love it for everything but DCS. Even with all the tuning in the world and a monster PC you will have frame rate issues especially in multiplayer.

Try upping your RAM, that helped me. DCS is rather poorly optimized in that department.

BurntCornMuffin
Jan 9, 2009


So I guess the free-for-all only works on standalone?

Can I get a standalone install to coexist with a steam install without too much ED-induced weirdness?

BurntCornMuffin
Jan 9, 2009


Vahakyla posted:

It works on Steam. Go to the module you want, and above it’s purchase price it has the ”play now” button.

Let me rephrase: Steam only has a limited selection of planes compared to standalone(I was hoping to trial the Mig21, but that's not showing on Steam).

Actually, I noticed this on their announcement:

Eagle Dynamics posted:

On Steam
Fly the F/A-18C Hornet, F-16C Viper, A-10C Warthog, F-5E Tiger II, Persian Gulf Map and all DCS World War II products for free during a two-week period from April 19th to May 3rd.

So, no free-for-all on steam.

BurntCornMuffin
Jan 9, 2009


Fun not ruined, however, I think at least I would like a dedicated training night. I'm already having a hard time maintaining situational awareness and working with the team to engage poo poo properly instead of getting flustered and killed whenever anything slightly threatening shows on scope. While the SOP can certainly help, I need to get accustomed to working within it and working with a team competently.

If the last couple of flights are any indication, my current engagement workflow seems to be:

1. Hostiles! Nobody has told me what to do, so I guess I'll go A2A and fiddle with the radar, just in case I need to defend myself, but stay on mission (SEAD).
2. SA page says it's a furball, and contacts won't stay on radar long enough to IFF. I don't even know what's happening anymore. Oh, hey, a mig broke through and is flying at me, let's break out the AIM-9s and *plane explodes*
3. Take off again, check in with flight. By the time I rejoin the group, the mission is accomplished and we're victory lapping over the ground targets.

BurntCornMuffin
Jan 9, 2009


What sort of tolerances does the mission manager have in terms of AI units (air and ground)? I wouldn't mind trying my hand at mission making but after Saturday, I'm definitely a tad worried about creating an engine/server breaking shitshow.

BurntCornMuffin
Jan 9, 2009


Jarmak posted:

Out of curiosity would there be any interest in a weeknight organized mission?

I'd be game. Especially if it was something out of the ordinary, like a PVP mission, a PVE mission flying against NATO, or a different time period. An excuse to break out the sorts of planes we don't usually run on Saturdays.

BurntCornMuffin
Jan 9, 2009


skooma512 posted:

Any reason I should get the AV8 over the Hornet? Or neither?

AV8:
+ VSTOL capabilities, thrust vectoring shenanigans let you hover and land about anywhere.
+ Excellent ground-pounder, the better of the two for that role.
+ Night vision
+ Mostly complete
+ Surprisingly easy to learn.
- Can't really do much outside of ground pounding.

Hornet:
+ Play on board a REAL carrier, not that short marine stuff.
+ Great air-to-air radar and capability.
+ Better situational awareness with datalink and IFF.
+ SEAD capabilities.
+ Can do ground pounding well enough, but Harrier does it better.
+ Bigger loadout.
+ Head tracking.
- Still early access: missing some features.
- More complexity and jankiness

BurntCornMuffin
Jan 9, 2009


Stringent posted:

Landing on the boat is still quite difficult for me. Two times out of three I'm punching a hole in the stern, and that's in good weather with no wind. Haven't even tried refueling yet, I'm sure that's going to be a lot of fun.

If you have SC, speak up in Discord. A human LSO makes learning way easier.

BurntCornMuffin
Jan 9, 2009


Tippis posted:

I'd actually argue that the one you should be looking into is the F-5.

There's really two thoughts on a "trainer".

The F-5 is definitely a true pilots trainer: a super light plane with zero automation and not much more than a couple AIM-9's, a cannon, and a poo poo-rear end radar that only really exists to help you range and place guns: better to let the RWR, GCI/AWACS or wingman guide you to visual intercept.

The JF-17 is a trainer for systems lovers. It's a multirole has all of the systems the 4th gen fighters we tend to fly come with, but a very modern interface to use them, and lots of automation to take the edge off while you learn. Also, the presence of a datalink means you're not going to be thrown into the deep end of the pool when it comes to situational awareness (you can see a handy little map of where everyone your side can see is: the F-5 forces you to keep that poo poo in your head).

BurntCornMuffin
Jan 9, 2009


Vahakyla posted:

Should we recommend 50+ dollar trainers to newbies? If it ends up being the only plane they fly, it’s gonna suck a lot eventually when their interest peaks, they seek missions to do, and goon missions don’t include a whole lot of prop planes. This is not snark, this is a legit question?

This is actually a super good point. If I were to recommend a "first module" that helps you learn, and is a thing that gets run with any frequency in goon missions, it'd have to be either the FC3 pack or the F/A-18.

BurntCornMuffin
Jan 9, 2009


The SD-10 is seriously the best thing to happen to the AIM-120 in this game. Bluefor nerds got so mad when a Chinese export missile outperformed their precious AMRAAMs. Even more so when Deka refused to nerf them and instead got out a spreadsheet of performance numbers explaining why the SD-10 outperforms it even in real life, and basically told ED their AMRAAM model is poo poo.

BurntCornMuffin
Jan 9, 2009


OctaMurk posted:

Unbelievable how much the Chinese ripped off the F-35 when they built the J-20 -- they even went so far as to use wings, engines and a cockpit when building their aircraft.

But did they rip off the insane maintenance requirements and inability to fly at high speeds?

BurntCornMuffin
Jan 9, 2009


skooma512 posted:

The MIG-21 cools its radar with literally alcohol and you activate your other ammo belts by blowing up a little charge.

It's so :jeb:

You forgot the important part: people have been known to drink the radar coolant.


Here is my personal guide to aircraft that I own or have touched during the free trials:
  • F/A-18 - The workhorse. Readable enough in VR, relatively easy to fly, but plenty of systems nerdery to chew on while mastering. Can do just about anything capably, allowing you to get a feel for everything DCS has to offer. Almost always in goon games, frequently tasked with SEAD and strike missions.
  • F-16 - Lighter and faster than the F/A-18, but a fairly new module with lots of missing features. I did not personally care for the cockpit layout during my free trial, but I might give it another chance when its closer to completion. Frequently tasked with strike and escort in goon games.
  • F-14 - This iconic plane is one of the most polished modules in the game. As much as I love it though, I found it unflyably illegible in my Vive. Once I upgrade, though, this is definitely on my list. Best flown with a friend in the back seat, so buy two licenses. A perfect plane for carrier-based air-to-air junkies, and in goon missions almost always makes an appearance as a command aircraft, as the back seats capable radar and datalink allow aspiring commanders to focus on commanding.
  • JF-17 - You might call this a cheap, Chinese F-16. You would be silly and wrong. This wonderfully ergonomic aircraft brought to you by goony-as-gently caress developer Deka Ironworks trolled the community by releasing at around the same time as the F-16 in a far more complete state, with a slew of controversially well-performing weapons backed up by real-life data to shut down the bluefor cries of "OP!". Not historically appearing in goon missions, but at least one recent and one planned mission has them doing SEAD. Great if you like a side of flying with your computer programming, and very VR readable.
  • Harrier - Why choose between helicopter and plane when you can have both? A great CAS bird that's easily cross-trainable from the F/A-18. One of the most VR readable craft in the game, it's a less fat A-10 that can go anywhere. Infrequently appears in goon games on strike missions.
  • A-10 - Brrt-brrt! A shame it's so illegible in my Vive, though. Rarely seen in goon missions.
  • Mig-21 - If the AK-47 were an aircraft, this would be it. drat things are everywhere to this day. Good if you like a challenge or want to fly a piece of history, but be warned, it's a temperamental plane that will try to kill you if mishandled. Being and older plane, VR is janky, but perfectly readable.
  • F-5 - The plane to get if you actually want to learn how to fly. Light, nimble, tiny, and hard to hit, and the airframe helps retain speed quite well. That said, those tiny little engines make it difficult to get to speed. Good for Cold War servers, or if you want to pretend to be a USAF aggressor and weave about mountains sneaking up on inattentive pilots. Not a frequent player in goon missions, though there is an opfor flight of em running this weekend. Extremely VR readable, largely for lack of things to read in the cockpit.
  • Mirage 2000 - Hands down one of the best dogfighters in the game. That said, not particularly ergonomic, there's lots of important switches in the dark recesses of the cockpit, which makes it less than great for VR. Also not a frequent player in goon missions, despite the M2K lobby on discord.
  • F-86 - SKY CADILLAC! I'd have more of an opinion if people actually flew Korean war. Extremely VR readable, mostly for lack of poo poo.
  • Mig-15 - небесный кадиллак! Another Korean war bird. Seems a bit better a flyer than the F-86, but not quite as modern. Extremely VR readable, mostly for lack of poo poo.
  • P-51 - The first in DCS's attempts to make you stop playing IL2 and love the clicky cockpits. It's beautiful, though I never quite figured out how to handle it in combat. More often than not, I end up pissing off the plane which promptly tries to kill me.
  • Spitfire - Another clicky cockpit to try to lure goons away from IL2. It's also beautiful. Unfortunately, it has even more of a temper than the Mustang, my free trial saw many craters in the ground.

BurntCornMuffin
Jan 9, 2009


Flannelette posted:

Speaking of things that I've been waiting for a long time for, has here been an update on the better damage model they were supposed to be working on?

I hear it's implemented solely for WWII planes right now.

BurntCornMuffin
Jan 9, 2009


mlmp08 posted:

Sad I missed the red air F-5 mission. Vaha kept bait and switching me then sent tacviews of Burno et al clowning a formation in F-5s after the fact.

That mission was so much fun for redfor. We actually ran it twice: the first time around we rushed the Blue AWACS and a ship blue needed to complete the mission before they managed to take off. The second time we let them take off and spent the time weaving in and around the mountains at Khasab plugging anyone who tried to get close with a heater. We eventually drew the CAP out of position and strafed their helicopters down. Between that and the mountains foiling any BVR advantage the blues had, we managed to force a protracted fight that continued for several hours before the blues managed to get organized enough to actually do a coordinated push, at which point most of the players had to log off. I would love to see more PVP missions, despite the issues observed that night, if only because human opponents are much more interesting than AIs (such as that braindead formation of F-5s that left itself get clowned).

GreatGreen posted:

So how do most people play DCS?

Do most people buy the mission packs available and play those over and over?
Do most people open up the mission editor, slap some pieces on the board, pick a loadout, and go to town?
Is there an online community / level database somewhere where people upload their own hand crafted missions or campaigns and share them?


So far I've been having fun just doing training and the instant action scenarios, and generally just wooshing around the contryside in my fancy jet getting familiar with all the buttons and tools available, but I'm starting to get curious about actually doing something with it.

I don't know about most people, but Goons run a coop mission every Saturday, and there's a fair number of us who make content to keep those missions running. That's probably the most fun experience, since you're actually working with a real human flight instead of in a vacuum like you would with most other experiences.

BurntCornMuffin
Jan 9, 2009


Jarmak posted:

I think pvp could be fun if it's not about winning and losing but how well you did with the scenario you were given. Trying to balance "fair" maps that are also fun I think is a fools errand though.

The other way I think they work is when you have an opfor that's just flying to make the mission more interesting. The mission in question suffered from a lot of design mistakes that I think were the result of inexperience designing missions with opfor and could be a lot of fun if tweaked. It didn't help that the opfor should consider themselves at least partially roleplayers and not intentionally exploit design constraints to break the mission.

That was the intent: we were sure we were going to do little more than put on a show while being rolled. The only plan we had was to intercept the AWACS, then hang out in the mountains and probably get slaughtered until we ran out nearby spawns.

We did not intentionally spawn exploit, we spawned at the objective after the failed AWACS run to hang out and just happened to find the uncovered choppers soon after. As for the boat sinking and breaking the mission completely, that was from a blue landing too hard.

I think biggest failings of the that mission was the conceit that we would fly like AIs and let ourselves get shot down, rather than fly like pilots who know they are hopelessly outmatched and are trying to survive while mounting some semblance of resistance.

BurntCornMuffin
Jan 9, 2009


Yeah, we were a little shocked we made it to the AWACS the first time around. We thought somebody would have taken off by the time we arrived.

We spawned cold, further away, and waited five minutes the second time around.

BurntCornMuffin
Jan 9, 2009


Snapshot posted:

I’m reworking that mission, hopefully to unbreak it. I suck at testing things apparently.

1. I’m not allowing positioning of extra items; the degraded information for both sides thing was fun, but it caused a conservative planning reaction.
2. F10 map should be off (it was in test, so I dunno what happened there.)
3 I’m putting in skynet, dialing back the ir man pads, and putting systems that y’all have dealt with. AAA will still be present, and more likely radar guided.
4. Opfor will be cold at the farthest base, with ~12 a/c. They did what I wanted, just too well.
5. I’m adding in some ai cap for the carrier, tanker and the awacs, enough to keep a rush from toasting things until goons establish themselves. I’ll probably start some tomcats hot also, if we can figure out how have them work on the sc.
6. I’ll tune so the likelihood of cap saturation will decrease, but still be there. Y’all tripped the UAE no fly zone from what I heard.
7. I’ll set up the heli carriers where they were in the test, and dial back their engagement range, I’ll also set up the pick-up point using invulnerable seacans onshore.
8. I’ll deliberately gently caress with every mission object I place during test, to make sure it’s working as intended.

Anything else?

On the redfor end, a bit more communication from our AI units. I would have liked a "we're under attack" or "we've arrived" notification from the reinforcement group. Maybe put in a JTAC slot on the red team for CA havers and a red LotATC guy for AWACS/GCI capability that blues can degrade.

BurntCornMuffin
Jan 9, 2009


concise posted:

Force labels off

Labels off is a massive gently caress you to VR havers and non 4k users alike, we always dot label for this reason.

BurntCornMuffin
Jan 9, 2009


Mandibular Fiasco posted:

Is the A-10 upgrade price time limited? I don’t have a gaming PC right now, so wondered if it mattered whether I needed to buy it now.

If it is, ED hasn't said when.

They gave a timeframe in the intro videos. You have a month.

BurntCornMuffin fucked around with this message at 21:20 on Oct 1, 2020

BurntCornMuffin
Jan 9, 2009


Since DCS has made their modules free to play through this weekend, now is a great time for anyone on the fence to get a taste of what DCS, and flight simming is all about!



Who the gently caress are Airgoons?

We are a chill group of goon flight sim nerds who organize multiplayer missions each weekend and create content for DCS, IL2, and other flight sims to collectively enjoy. We primarily fly DCS missions each Saturday at 20:00UTC, with smaller missions Sunday at 20:00UTC.

Okay, but what is DCS?

DCS is a military flight sim that features some of the most realistic depictions of real fighter aircraft ever to be found on the consumer market. If you ever wanted to get a taste of how real military pilots do their thing, this will get you there. Or you can be like most goons and find new and clever ways to break your aircraft without dying in a multi-million dollar fireball.

This sounds hard.

There is a learning curve, but learning how to fly with and from goons is a big part of what makes DCS and flying with Airgoons fun. Even our most experienced goon pilots have rather silly incidents on occasion.
https://i.imgur.com/SZAAf9O.mp4
The only requirement for joining our missions is that you have your controls set up beforehand and know how to take off.

So what is happening this weekend?

Thanks to the Lunar New Year, there is a big sale going on with a free trial available for all aircraft, so if there is anything you want to toy with, download DCS, join Airgoons discord and we can help you learn the ropes.

On Saturday 20:00UTC, we are running a mission featuring the F-14 Tomcat, F-16 Viper, F/A-18 Hornet, and AV-8B Harrier, which will be great for learning how to fly, bomb a large runway, and maybe shoot down a hostile plane or two.
On Sunday 20:00UTC, we are running a mission featuring the P-47 Thunderbolt, P-51 Mustang, Spitfire, and I-16 to try out all the WWII content DCS has been adding lately. This will feature shooting literal Nazis, both in the air and on the ground.

BurntCornMuffin fucked around with this message at 19:54 on Feb 11, 2021

BurntCornMuffin
Jan 9, 2009


GreatGreen posted:

That makes sense that you have to pre-plan everything.

But wait, are you saying there is a way to prep a mission beforehand so you can just kind of script a refueling plane to appear out in front of you or something?

DCS exposes quite a bit via lua scripting, and it is absolutely possible to write a script that spawns a fuel plane on demand.

That said, 90% of the time, if the players are out of gas, they're also low on munitions, so they're going to land anyway. The only fuelers I tend to put up are immediately post-takeoff to help Harriers and Jeffs get a little more air time or to give flights at a marshal point something to do while waiting for others to catch up in an mp mission, and even those are rarely used.

BurntCornMuffin
Jan 9, 2009


Sagebrush posted:

all the supercarrier does right now is give you a bunch of dudes running around on deck (which is admittedly fun, but idk if it's 28 dollars of fun) and a grade on your landing if that matters to you.

Larger model to land on, and the human LSO options are pretty nice, too.

BurntCornMuffin
Jan 9, 2009


Saul Kain posted:

Mirage and F18 are probably the easiest planes to learn AAR due to full fbw. I find basket easier than probe as well.

F18 is especially nice since you can use AP to dampen inputs or hold altitude and ATC to help regulate speed, which reduces a lot of the workload.

It’s by no means a required skill, but it's useful if you want to pack more weapons on your valuable pylons instead of bags.

BurntCornMuffin
Jan 9, 2009


Stringent posted:

well, they're right that if you wanna fly ww2 planes il2 is your best bet

but if you don't mind jets but don't like computers there's lots of cold war planes in dcs

I would debate that point. IL2 may have way more WWII planes and content, but the bindings are draconian and poorly thought out, the vr experience is lackluster, and there's no clicky cockpit to interact with the bullshit you don't want to bind.

What planes DCS has to offer is modeled in greater depth than IL2, and I personally find them more fun to learn and fly then their IL2 counterparts. As the new damage model comes into play and more content is added, I feel DCS has already surpassed IL2 in terms of what I want in a WWII sim in terms of depth, and it's a matter of time (albeit a long time) until it achieves the breadth. In any case, with the WWII assets and a few player aircraft, you can already build decently compelling missions.

BurntCornMuffin
Jan 9, 2009


Popete posted:

IL-2 has an actual single player component and pretty robust online community running campaigns. It's miles more fun to hop in and play, to me DCS WW2 feels like an afterthought.

While true, I keep bouncing because I simply do not like how the controls/interface was designed, especially for vr. If IL2 would let me do per-plane binding (so I can put the controls relevant to my specific plane front and center) with 1:1 mappings to existing cockpit controls that I could optionally click on if I didn't care to bind them like DCS, my opinion would turn around.

I think the big disconnect is that that I enjoy learning to fly the plane and interacting with its controls and such in depth, and then use what I learned to fly (and make) organized content with goons. Flying a P-51 in IL2 just doesn't have the same spark as flying one in DCS to me, and I'm not necessarily concerned with "single player" or "hopping in".

BurntCornMuffin
Jan 9, 2009


mllaneza posted:

So this is absolutely wild. A 46 player engagement between two CVBGs with AWACS support on both sides. It's 90 minutes of action from the Blue team's perspective. Lots of air to air and air to sea action, the task forces volleying SAMs and CWIS shots. Worth the time to watch.


https://www.youtube.com/watch?v=-mPgcenO2mY

Please don't post Grim Reapers. They have a long history of racism and being generally dickish to the rest of the community.

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BurntCornMuffin
Jan 9, 2009


Bruc posted:

A friend and I are getting into this(with pretty limited flight sim experience) and he's wanting to get into ww2 planes initially. If he goes P51 as his first plane and I go Spitfire are they going to fly well together or would I be better off flying another P51? I only really have a slight preference to the Spitfire.

What do you want to do in your WWII planes? Are you planning to fly on a server? A private campaign? Custom missions? IL2 is generally the recommendation for WWII flight sims: while the limited content DCS has for WWII is higher quality with fully modeled and clickable 1:1 cockpits, and the mission editor is better, IL2 has so much more premade content that you can quickly dive into.

That said, IL2 is a better fit for WWII and DCS is a better fit for everything after, especially between the 60's and 90's.

As for the planes, the aircraft you want to fly are made for very different purposes: the spit is a more general purpose fighter with somewhat short legs meant to defend the skies of Britain. The Mustang is meant to escort bombers and take the fight to the Axis, and has a much longer range to accomplish this. The mustang might have trouble keeping up in climbs and turns, but the spit won't go as far or as long.

BurntCornMuffin fucked around with this message at 16:51 on Aug 24, 2023

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