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  2. Из ночного дискорда: намеченный месяц выхода модуля в РД - октябрь.
  3. Shouldn't this be "TENS of M.PH." not "TEMP of M.P.H"? Not really sure what the Temperature of Miles per Hour is, but it's definitely not how fast you're flying.
  4. Seems to be an issue when Force Feedback is turned on in Options. Have the Moza base running in Telemetry only for the tests so I'm not fighting any induced force on the stick. - With FFB turned off ( just the option in DCS) the Mossie flies great, decently easy to trim, slow to react, like you would expect it to be. No weird Flight model tendencies. - with FFB turned on it almost impossible to trim straight at all. All of the trim locations, based on the in-game indicators, to try to keep even remotely straight and level are at much higher values( for lack of better term). The flight model also does very erratic things. More unpredictable random movements and the biggest bother to me, almost religiously around 260-270 mph( going straight, up, down, wherever), it will start pitch down severely (I'm guessing from the very far forward nose down trim you need to attempt to keep it straight at 240mph) and takes almost full back stick to pull out. OR you can give it a few taps of nose up trim, literally, and it will pull right back out of the same dive that took almost full stick deflection to pull out of. It does not do this even remotely when the FFB Option is unchecked. I fly warbirds a lot in DCS so I am familiar with ever changing trim and hands on at all times. Hoping I'm not the only one with FFB issues with the Mossie. Anyone else having similar issues? It's not an issue with my base or anything. It works perfect on every other module I own. I attached a couple of tracks .Freeflight on Caucuses. Not sure it will help, but maybe it will help gather data on the drastic trim differences and maybe some FM issue when you enable Force Feedback. Mossie_No_FFB_FM_Trim .trk Mossie_With_FFB_FM_Trim .trk
  5. Today
  6. Valla hocam sen de olmasan ayvayı yedik şu ortamda
  7. Even though my tomcat is still awaiting being turned into a IKEA flat pack, I am already thinking about the screens I will use as the main displays. I know that a lot of people are going the VR route, but I already have VR and due to my tropical climate and sinus issues it’s not the best the solution. I am keen to hear what others are going to use as their main display?
  8. Он как эирбас что ли управляется? Или нет гейтов у него?
  9. After about a 125 hours in DCS and the F14B, I am/was fine with most aspects from Carrier Landings to BFM, BVR and AG missions, except for Air to Air Refueling... In the last 5 flight hours managed to make AAR work (14 refuels and counting ) by doing the following; Use Autopilot Altitude Hold Initially to Trim Out the Plane - Through Voiceattack I have setup a 3 positon switch on my throttle base which allows me to do the multiple switches on the autopilot to hold pitch followed by the joystick nose wheel steering button all setup to the 3 position (down position = autopilot switches of, middle position = pitch hold, upper position = altitude hold with voiceattack performing the work). Sweep wings to bomb mode leaving Altitude Hold On - After I am at about the right altitude behind or beside the tanker and using the Altitude Hold I swing the wings back to bomb mode (55 degr sweep back). With holding behind or beside the tanker at the same speed (250 or 350 kts or whatever speed) while still on Autopilot Altitude Hold this will adjust the trim for level flight. As reported and stated, bomb mode reduces sensitivity to pitch and role inputs and increase AoA and drag allowing more throttle in an operating area with finer/quicker control. Extend probe and left rudder trim - Next I extend the probe and give some left rudder trim input to remove probe drag and resulting slight side slip. This prevents having to give left stick inpit or continious left rudder input with your feet removing another small challenge from staying in position. Disconnect Altitude Hold and Get on the Tanker Drogue - Once level and trimmed for pitch and yaw using Altitude Hold, I disconnect the autopilot and perform the routine of fine stick pitch & role and throttle movements to get into the Drogue and stay on it. The later becomes easier as you manage better throttle control and engagement speed, allowing you to stay on after stabbing. Set stick pitch and role axis tunes to a curvature of 35 - I went from 15 to 25 and thought that was plenty. Tried more dead zone. Then recently I went to 35 with only 2 degree dead zone. This was key to allow for finer pitch and role (left/right) movements. While I have top notch rudder paddels as well, I find slight left and right role to get into position easier then yawing the plane. Rudder remains great for take off, cross wind landings and high AoA (> 15 units) BFM role inputs. Also 35 still works fine for the rest of regular flying and more aggressive BFM, although ideally there is a switch I setup together with some joystick program to go easily in flight from 35 to to say 20 or 15 and back. Still need to figure this out. Balanced Dual Throttle Input - While I believe the 35 stick axis curvature has been the main step forward, i also switched off the split RX/RY throttles and use a single throttle input moving both handles, even though physically i have F15 Winwing dual throttles. Since I do not split throttles anyways and have them linked with a latch or pin mechanism included with these throttles this works fine. It reduces any left/right engine imbalance and additional lateral movement as I move the throttles back and forth to stay in position. All in all a very happy camper now... I assume the same would work fine for the F14A, be it the TF30 maybe slightly less responsive. Given the fine inputs and patience required I doubt there will be much difference though compared to the B with the GE110's. Hope this helps to make it work for you, or perhaps some aspects of this approach. Take care and happy days in the F14. Its in awesome plane, from its looks to all round capability. A true GOAT.
  10. From what I remember, attempting to turn on the APU gen before the APU reaches 100% stalls the APU start-up.
  11. A shame it comes to this and always wished ED would build in Mod integration (off main menu) to help community and rivet counters cover stuff they clearly aren't able/willing to.
  12. Good stuff. I do kinda wish F-23A had it centered because I like where it was on YF-23 better but this is accurate to the F-23A EMD drawings. Great work looking forward to watching this one develop!
  13. @Zabuzard Wonder if you can enlighten me on these? I watched some tutorials and read the guide .pdf but still have no answer.
  14. Thanks for the reply waterman! Yeah I recently tried the vehicles which now seem to be able to find proper on-road routes. Shame about the train deactivation fix, but kudos for making the narrow gauge railway locos from scratch in the first place!
  15. Several years ago + feeling instead of knowing for sure through many trials is not good enough. (I've been there many times) Approach it from the ground up. It can be a simple switch not found in other modules/aircraft that's by default off like the pesky A-10C APU GEN switch. The APU might be running, sound queues are not good enough as you said you took some time off, and the APU Gen is off giving you only cockpit partial power and a bad diagnosis. To add on what others helpful people pointed out above: Go with a start up checklist, un-modded Warthog, check the right front lower panel especially the APU Gen switch. Fair skies.
  16. Overall, great post. ED has righted itself in the past, it just takes agonizingly long for them to realize their errors in judgement. No one is going to deny the huge leaps that DCS has made, but wow there's a lot of unaddressed issues and certain minor issues take a mysteriously long time to address. It HAS gotten pretty damn frustrating, though. It's to the point I think the MiG-29A is my last first party purchase for a while. I really want the Hellcat, but looking at the issues that have stayed unaddressed in even their darlings like the F-16? For years? Yeah, less confidence in purchasing until someone realizes the project managers have the absolutely wrong priorities.
  17. There's not a whole lot that one could do wrong. As Scotch75 says, Battery + Inverter + APU START and that should be it. The fuel boost pumps could even be switched off, the APU should be able to start without them. And (to my surprise, I must admit) I could even get the APU started with Battery alone, didn't even need the Inverter. Trying to start any of the engines before the APU is stabilized at 100% RPM is going to be a problem - can you confirm both throttles are in the OFF position, both ENG OPER switches are in NORM, and that the ENG START CYCLE indication is NOT showing on the Caution Light Panel? The 101 of bugfixing: Remove any and all mods that you may have installed Run a full repair from the DCS Launcher If that still doesn't fix it, rename your Saved Games\DCS folder and try with a completely fresh config A short track of the issue is also always a big help so we can check if we see the same issue and if there's something wrong. Maybe if the OAT is extremely high or low the APU doesn't start properly or so? A track could give immediate pointers here.
  18. If you are capable of remembering what each SAM radar is on the RWR, you can definitely put some time in to be able to recall what tone you are listening to. I would say, it's probably more important to just focus on the A2A radars first since they are only sorted as broad groups on the RWR. Ground radars are better sorted out and it's probably sufficient to just recognize which ones will tone change as it goes through its modes. You can also just have it open as you fly, and quiz yourself in the jet if you are comfortable doing so. Match the tones.
  19. Bumping this because there's still something not right with the sonic boom effect. It should occur at M1.0 but it often occurs at M0.96 or thereabouts, regardless of module being flown.
  20. That 'Play All' button is absolutely cursed!! I was with headphones on. This is some all star work superb database and the 'quiz' is something that adds so much value on the learning experience, some manuals could benefit the inspiration from it. I cannot imagine memorizing all of this, at all. Is it an attainable proficiency to recognize these sounds?! I'll re visit it in the future for sure.
  21. Thanks for explaining! I've implemented a new hint checkbox that users can enable that does almost exactly that: For the results page I've left it as is since I think it'll be less important after taking the quiz.
  22. I don't know why but DCS VoIP(DCS integrated voice comm) set F-14 radio quality too bad. It even sounds worse than F-4E. The radio noise/cutoff/etc are set by ED and we cannot change it. You can add extra radio and use them..but this does not make sense at all.
  23. This just happened to me too. I believe I did everything right, however I landed on the carrier before Sluggo. Could this be the reason why?
  24. Just updated VoiceAttack and VAICOM, and now (and only in the TTI mission) when I tell Jester to "Select Paveways", He tells me he can't because I don't have that weapon type available... however, I have visually verified that the GBU-16's are there, and I can jump into the backseat (F-14), select the stations, and drop the bombs, but I don't get talk-on from my RIO (and they just fall and miss) because the mission doesn't seem to see the bombs as loaded. I did originally think this was a VAICOM problem, but I tried a bunch of other missions, including instant action missions, and it all works fine for any other missions. It seems that only the TTI missions have this problem. Pics attached, you can see that it's showing no loadout for ordnance, and you can also see that I clearly have ordnance loaded. Any thoughts?
  25. après avoir tester plusieurs PA jais trouver que le SEM n'exploser pas avec le nez levé sur les mod HMAS Melbourne et le HMS invincible
  26. 8/12/2025 - Updated to version 1.8 ** Continued work the improve the cirrus cloud texture and shader - New and improved cirrus cloud textures - Cirrus clouds now change float direction over time - New beautiful seamless transitions between different sets of cirrus clouds - Cirrus looks better at all distances - Boosted star light for better night sky https://www.digitalcombatsimulator.com/en/files/3335023/
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