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Showing content with the highest reputation on 11/27/08 in all areas

  1. Rate indeed does kill, and speed provides that, but there's many different speeds and their consequences to remember. But first, here's the things that matter in air combat. Air combat really breaks down into very simple concepts: 1) The guy with the SA usually wins. 2) The guy who can run his OODA loop faster usually wins, even if his decision isn't completely sound. 3) The guy who can act to maneuver his jet to put the bandit into his weapons envelope while keeping out of the bandits weapons envelope usually wins. Overall concept: NO GUTS, NO GLORY - you've got to show some aggressiveness in the arena of air combat, without this, you're not a fighter pilot. Aggressiveness being the intrinsic desire to succeed by bringing to bear, the skill, training, knowledge, and desire to win in aerial combat. Up to this point, many will construe the discussion as a debate over what's the best kind of BFM machine - one with excess thrust and a high turn rate at high speed, compared to the opponent - or the opponent in an aircraft with post-stall maneuverability or moddest thrust to weight but lower wing loading, giving a higher turn rate at slower relative speed (smaller turn radii). While this discussion is very fascinating, to most virtual fighter pilots, in reality, it's like asking a Bug or Eagle driver who's got the better aircraft. You learn to fight to the strengths of the aircraft you fly, and capitalize on the weaknesses of the other guy's aircraft. But really, it's all about the above three concepts. Regardless of whether this a BVR or WVR engagement, the concepts above apply. If you don't know you're fighting someone, you're gonna die. If you have to wait to visually ID the bandit, or if you've missed your sort, or if you've decided to buy a merge, then all bets are off. Anything can happen at the merge, but you use your aggressivenss and play to the strengths of your aircraft to win - as always - regardless of BFM fight or BVR. If you can effectively observe what's going on, orient yourself, decide upon a course of action, and rapidly execute - faster than the other guy - then you can react to what's developing and correct poor decisions before they become fatal. Finally, it's about rapidly maneuvering your jet into a position that maximizes it's capability to bring weapons to bear at the greatest distance possible, while minimizing the bandit's ability to get into WEZ. If you're going up against a guy with a knife, bring a gun. Don't let him get close enough to you to use his weapons, do something with his maneuverability, maintain his SA, or do something unexpected. That should sound like an Eagle driver (OBVIOUSLY!:smilewink:), not a Lawn Dart, Bug, or Fulcrum pilot trying to invite you into a phone booth (do those exist anymore?) for a knife fight. Let's talk BFM. First you must decide whether to go to the merge in the first place. Who's got the advantage in energy, geometry, weapons, etc. What are the threats around the container you're gonna fight in? Are there SAMs close, are there other bandits within Factor Bandit Range, what's an acceptable merge ratio (how many bandits will you engage with your formation), what's the experience/skill level of your flight? Remember many vs many (4v4 or greater) is a recepie for chaos - SA degrades and other factors become necessary to win. Is there an acceptable level of risk for buying this merge, or will I just get anchored here and become unable to accomplish my mission (fighter sweep, escort, CAP, air sovereignty). Once those decisions are made and you're going to the show, then you've got to know something about the opponent's abilities (pilot, aircraft, weapons, etc.). You do this by putting in long hours in the vault, studying your mission, your opponents, and their weapons/aircraft capabilities. BFM is about problems and solutions: The problems: 1) Range - you need to get into guns/heater position 2) Closure - how quickly is your range changing 3) Angles - aligning fuselages to finally be able to pull lead to shoot The solutions: 1) Speed or Velocity - the appropriate speed to get the best rate at the best time 2) Pursuit - Lag/Pure/Lead pursuit to control range & closure and solve angles problems 3) G - The G I have available determines how quickly I can rate my nose Back to our discussion on speed/velocity and aerodynamics; you must know the difference between sustained/instantaneous turn rates and what specifc excess power advantage you have over your opponent. Instantaneous turn rates are always higher than sustained turn rates, but will result in bleeding energy like a stuck pig, so can only be maintained for a short period of time until you turn into a peeled grape (slow speed with no control authority and thusly a floating/falling target - unless you have post-stall maneuver capability). Instantaneous turn rates can be achieved at both high and low speeds. High speed instantaneous turn rates depend upon the structural capability of the aircraft or G-limiter, and the lift it can develop at any given speed. The differences here between modern fighters is negligable, since most aircraft are usually rated to 9G. However, this is problematic in LOMAC since you'll usually GLOC here if using "Realistic G" while defending against a bandit/missile/or trying to square off the corner to get into a controlling position behind the bandit (the bandit's elbow, but that's another discussion). Your rate is large here, you're maintaining this rate longer at a higher entry speed (relative to low speed instantaneous turn rate), but your turn circle (turn radius) is larger than if you did this at a slower speed. This is the speed you want to have to perform an orthogonal roll/last ditch missile defense, or to square off that corner to get on a bandit's 6, because it gives you a better shot at having some speed after the maneuver - to continue maneuvering. Slow speed instantaneous turn rates are more interesting in that here's where major differences lie. This turn rate depends simply upon wing loading - the lower the wing loading (either through large wing surface area or combo with wing plus body lift), the higher your instantaneous turn rate at a slower speed. You must also remember that here's where the small turn circle (smallest turn radius) are made for a given turn rate. In other words, you've got a guy that can rate his nose rapidly and make an itty bitty little circle doing it. This becomes very important later in the discussion. The drawback is that you're not far from being too slow to maneuver if you have that stick full aft and the throttles full forward, and are getting all the aircraft can give. Keep this in mind: if you've been flying around for a while with your stick full aft and your throttle in MAX, enjoying the bumpy ride (aerodynamic buffet), and are looking out the top of your canopy across the circle at your bandit, then you've been screwing up. Both low/high speed instantaneous turn rates are where the angles fighter lives. They will try to sucker you into a low (where their engines perform better) and slow (where they can out rate and make little turn circles) fight. Now let's look at the other side of the equation. The guy with a high thrust/weight ratio or a relatively higher wing loading will depend upon sustained turn rate. Low wing loading helps here and I'm not saying that you can't have low wing loading and have a nice sustained rate of turn at high/low speed. However, up at altitude, the advantage goes to the Eagle vs Fulcrum/Flanker with respect to thrust/weight ratio - at combat weight. In the Eagle, the faster you are, the faster you go faster - or the higher your starting airspeed, the faster you can accelerate, since you're cramming lots of air into the inlet that the engine translates into thrust. Now with this specific excess thrust, use of the vertical is more important. Here's where the energy fighter comes in. These guys will try to keep the fight high (where they perform better) and fast (where they have the acceleration and turn advantage), and make the kill before you knew what hit you. There's an old addage - "You meet a better class of people in the vertical" which holds true for my community. Instead of getting pulled into a turning fight, our jet's capability make it possible to pull into the vertical, pirouette, and come down into or across the bandit's plane of motion, to set up for a snap (shot) or enter the bandit's elbow. Remember above when we talked about the itty bitty little turn circle? Well, here's a pearl for you. If you've found yourself inside a bandit's turn circle, regardless of whether you're offensive or defensive, you are going to be - for a time - bulletproof, as long as you're out of a WEZ. What I'm saying is that it's impossible for a bandit to turn inside his own turn circle. Now here's where the advantage of a tiny turn circle comes in. It's very difficult to turn inside a bandit's turn circle if he's an angles fighter with superior (lower) wing loading. You don't get into a turning fight with an A-10 (you kill the SLUFF before the merge :megalol:), you use the vertical and snap him. A good air superiority aircraft would have the following ingredients - if I was designing it: 1) Exceptional SA through data link and a LPI AESA radar, along with best electronic warfare suite money can buy (ECM/ECCM), countermeasures 2) Large supply of weapons that can reach out and touch you at large ranges that give very little/no warning, HOB/LOAL + helmet mounted targeting 3) Supercruise 4) Large combat radius 5) Small size (visual, electronic, infrared) 6) High T/W ratio - large specific excess power 7) Low wing loading 8 ) Thrust vectoring, or post-stall maneuvering capability - alway a good thing to be able to change directions quickly or throw a WEZ over the bandit quickly 9) Twin engine 10) Single pilot It's not really who's aircraft is better. The real question is whether the person at the controls can fly and fight well with what he/she is given, versus an adversary flying another aircraft of dissimilar capability.
    3 points
  2. Thanks everyone!! :D
    3 points
  3. Then Join VVS 504th Red Hammers today and become an l33t member of our 487th Ka-50 Helicopter Regiment! This message has been brought to you by Major Breadfan Breadfanovich Breadfanovsky 504th Division Recruitement Officer
    3 points
  4. New KA-50 Skins, wha you think? No Delete or overwrite old skins. Insert as new
    2 points
  5. To USSR Rik: "А зачеты по теории сдать сначала слабо? А научиться летать круг и только после этого лезть дальше? И ведь не заставишь. Даже то, что разжевано и в мануале, и в FAQ - вызывает бурю гневных вопросов." -Ну надо же! Какая неожиданность!!! А меня, например, удивляет тот факт, что разработчикам, которые занимаются игровым симуляторостроением уже много лет, закономерные вопросы наивных пользователей кажутся странными. А ведь эти вопросы давно можно было предугадать! И не только можно, но и должно было давно понять что технические вопросы у пользователей есть и будут всегда. Чтобы подобных вопросов к разработчикам у пользователей не возникало надо было сразу написать на коробке с продуктом что этот продукт чрезвычайно сложен в освоении и предназначен исключительно для "гуру", которые жаждут реализма и могут себе позволить многочасовое ежедневное штудирование мануала (без которого вообще ничего в игре сделать невозможно). Надо было открыть секрет что мануал написан на 300 страницах и имеется исключительно в электронном виде, чтобы пользователь знал о том, что перед тем как ощутить восторг от пресловутого реализма ему просто необходимо как следует попортить себе глаза. И самое главное! Надо было указать на коробке что и мануал то тоже неполный и сыроват, и без помощи интернет форума нормально даже взлететь не получится...Надо было пообещать покупателям этого продукта что когда нибудь (может быть) будет выпущен ещё более навороченный мануал уже на 500 страниц, и уж тогда-то... zeus-- правильно сказал что "грамотного объяснения принципа работы триммера на Ка50 с наглядными примерами ни в мануалах, ни в обучающих роликах нет. Приходится на инстиктах понимать что это и как оно работает..." Добавлю от себя что вообще принцип соблюдения реализма и серьёзности моделирования в этой игре имеет приоритет над здравым смыслом и принципом разумной достаточности. Те несчастные пользователи, у которых нет интернета ( а значит нет и доступа к форуму), поверив рекламе и купив игру, воспользоваться ею в полной мере не сумеют, и помучавшись вечерок зло сплюнут, выругаются за выкинутые деньги и детям своим завещают никогда не покупать этот "загадочный" продукт.
    2 points
  6. Друзья, я начал писать большую кампанию, но натолкнулся на следующую трудность: дело в том, что для полноценного эффекта при прохождении миссий требуется озвучивать(записывать) большое кол-во OGG и WAV файлов, причем для разных групп и разных абонентов желательно(необходимо) использовать разные голоса! Как это сделать если нет знакомых, заинтересованных в этом участвовать (у меня, например, таковых нет) и поэтому вместо звуков пока воткнул субтитры-заглушки. Наверника, у многих создателей миссий/кампаний тоже такая дилема имеется. Тут то и могут помочь наши форумчане, которые с нетерпением ждут появления хороших авторских миссий/кампаний. Предлагаю наладить сотрудничество между создателями, а также между любыми вирпилами, желающими помочь общему делу. Наверное возможно на форуме наладить следующую схему сотрудничества: Например я написал миссию, где необходимо записать переговоры пятью голосами. Сам могу озвучить один голос. Далее на форуме находятся 4 добровольца для которых я выкладываю по 1 текстовому файлу с содержанием текстов эфира. Они их записывают с помощью микрофона в самом плохом качестве (напр. 8 bit mono 32 Kbs, хреновое качество тут как раз на руку:thumbup: и места мало занимает)+ сжамает зипом или раром и выкладывает мне. Я соответственно озвучиваю тексты эфиров для какого-либо другого автора. Получается авторы помогают друг другу. Да и остальным вирпилам наверное будет приятно услышать свой голос в обалденной кампании, например как в "Эпохе перемен" для ГС от Акбиса. В процедуре записи сложности нет. Даже полный "чайник" сможет пользоваться стандартной прогой "звукозапись". Хотя лучше использовать более серьезные проги напр. СаундФордж. Там можно сохранять в форм. OGG. сжимать аудиофайла до неприлично плохого качества (что опять же в игре оценится на 5). Даже если нет микрофона, можно использовать диктофон на мобиле (у меня микр. есть), но намерен пользоваться своей Нокио, т.к. при записи качество будет ещё хуже;) А автор при получении записаных речевых сообщений будет их шаманить по своему усмотрению (добавлять шумы, щелчки, звуки выстрелов и т.д.). Это можно сделать с помощью простого мультисэмплингого звук. редактора. Вообщем суть предложения наверное ясна. Жду конкретных предложений и отзывов. Уважаемые администраторы форума и ED Teams, если возможно, поспособствуйте развитию этой схемы взаимопомощи, если она вообще возможна! Данные меры значительно ускорят появление красивых и увлекательных миссий/компаний, написанных народными умельцами. С уважением, Deosa!
    1 point
  7. FLIGHT HARDWARE SETUP FOR LOCK ON: MAC ***NOTE- This page will help you get your stick working right no matter what brand it is. Scroll down to get specific help with Saitek software and Saitek X45 HOTAS*** Initial setup: This is where virtually ALL the mistakes are made that cause problems later. First thing’s first. Some terms. In- Game: When I say this- I mean start LO:MAC. There is something we need to do within the menus & settings of the game itself. Mappings: assignments of game functions to the stick. Either a button, rotary or the stick & throttle axis. Buttons: erm.. The buttons on the stick. Still with me? Axis: An axis is set up “in game”- NOT from within the stick's profiling software. Primary axis are things like the PITCH, ROLL, RUDDER, & THRUST. Secondary axis are things like radar range, separate engine throttles, zoom view, trim, etc etc. Here are the axis settings in LO:MAC: first- the flightstick (X-45 in this example) Pictured below: CH flight gear in this example. (FS, PT, PP in mapped mode via Control Manager) Click here to see the MOUSE axis mappings as I have it in LOMAC. Controls the TDC/ Mav.cameras on FS ministick If you do not have rudder pedals, then you will want your axis map to look like this (X-45 shown) OK first thing we need to do in LOMAC is fix the default axis settings. They are usually not right- Especially the THRUST & RUDDER. Start LO:MAC ON the main menu, click “options”. Options screen- Flip the switch (top right) to “input” See this pull down menu? (Circled, says "keyboard") Click it & select your flight controller from that list. DO NOT leave it on “keyboard” or you are heading for a reinstall. Got it? Now flip that switch to the right to “AXIS” A new list of functions will appear that looks like this: Clicking on an axis will highlight it. Click on “clear”. Repeat for all of them that have anything next to them like "slider 0" or "rotator 0". Then click on “PITCH” to highlight it. Click on “change” button and cycle your stick full up and down until the movement registers in the small box. Move the stick stop to stop as precisely as possible. Try not to sloppily cycle the stick in a crooked motion. Click OK. Repeat for “ROLL”(left to right), “RUDDER”, & “THRUST”(cycle throttle). I don’t mean “left or right thrust”- just “thrust” by itself. Adjust the sensitivity & dead zones to your liking using the sliders to the bottom right- shift, d-zone & curve. Fly & adjust. I have marked my rudder axis settings in yellow below as an example. You may also assign any of the other supported axes to a rotary, etc. In the above example -I assigneda rotary for “MFD view”, as this controls my radar’s range. This is also a good time to note that the “zoom view” axis is porked as far as the X45 is concerned. It will work, but it has a horrible shaking that apparently cannot be corrected. I do not recommend use of this in-game axis. Click to see a screenshot of the zoom view mapped to a rotary from within the SST software. CLICK OK WHEN FINISHED OR IT WILL NOT BE SAVED. OK now we’re moving on to buttons. Flip the switch from “axes” back to “buttons”. We have a little bit of tedious work to do here. We need to clear off ALL of the in- game button mappings. Before proceeding- look now & ensure that the device is your flightstick, and your switch is set to “buttons”. This next step clears the way for using your stick's software to make custom profiles. OBVIOUSLY if you don't want to use that software - then DO NOT proceed with the next step! 1. There are 4 red buttons up top that say “combat”, “views”, “custom” , & “flight” Select one of them. 2. The list of functions will come up. 3. Go through that ENTIRE LIST and CLEAR any mappings that you see. It should have nothing assigned at all when you are finished, top to bottom. Repeat for the other 3 RED buttons. CLICK OK WHEN FINISHED OR IT WILL NOT BE SAVED. Stop here if you do NOT have an X-45 or some other Saitek product. Open your stick's profiler software & good luck! See you in the skies. Saitek stick owners (non X-45) may find some good stuff to use below. Good Luck.
    1 point
  8. Ok first let me say I can understand why ED would change this. For those who remember when dual cores were first coming out, LOMAC had a performance issue. You would get this stuttering from the OS or something trying to load balance the CPU cores. Going through the task manager, and the process tab you could find the lockon.exe right click and go to set affinity and only check one core. The problem was that it wouldnt remember that setting. So a lot of used a program called procaff that would. Currently this is not needed since OS patches were released a while ago resolved the underlying issue. With Black Shark ED decided to change the code to start with affinity for only 1 CPU, and I would imagine anticipating the same problem. But as hinted at in another post (I need to find it again so I can give credit), there is a performance increase with affinity set for the other CPU's. Now I confirmed that DCS.exe is still only using up to 50% total CPU on my dual core, so it really makes no sense. But I got screens to prove it. Default 1 core affinity. Changed to 2 core affinity. Again, 1 core. And 2 cores. By all means try for yourself. In some cases the improvement is very good. Especially when the SHTF and the FPS gets low anyways, that extra 10 or so can make a real difference.
    1 point
  9. Awesome aircraft :) http://pilot.strizhi.info/2008/11/24/5793#more-5793 http://pilot.strizhi.info/2008/11/24/5826#more-5826
    1 point
  10. Here is a mission I've been working on the last few days. Be advised that the mission opens with an opening scene of a recon flight and then you are placed in the cockpit on the runway ready to go in about a min. The briefing for the mission is below. Enjoy........ ron ----------------------------------------- Our limited forces have recently taken over the airbase west of the city and are awaiting the main force and supplies to arrive. Opposing forces east of the city have set up a road block east of the river on the main highway. It has been relativly quiet until this morning when a local Recon flight was surprised and shot down by a mobile SAM installation that must have arrived in the area of the road block late last night and the airport has been under rocket attack. Our aircraft availability at this time is low. 2 Mig 29's are awaiting parts from an inbound transport that is scheduled to arrive soon, however, the inbound transport has gone NORDO (no radios) and is unaware of the SAM threat. The remaining 2 Mig 23's are operational, however, aircover will be unavailable until the SAM threat is eliminated. Launch with your wingman and follow the flight plan route in an effort to surprise the SAM site from the hills to the north. Destroy the SAM site and provide support for two tank groups heading to the area to hold the bridge. Be advised that we have a rescue helicopter enroute to search for the crew that was shot down this morning. You should also be advised that we have received unconfirmed reports of a FARP that has been established to the east which could provide close air support. Once the SAM site is down we will launch air cover as it becomes available. Good Luck! Road Block.miz
    1 point
  11. The VFAT Staff would like to invite the LockOn community to the Virtual Festival of Aerobatic Teams 2008. The Virtual Festival of Aerobatic Teams or VFAT is a big international airshow like RIAT or MAKS, flown using the LockOn flight simulator. The pilots mostly simulate the displays of real aerobatic teams like the Patrouille Suisse, Thunderbirds, Blue Angels, Russian Knights and Blue Impulse, however, many teams also create their own spectacular displays instead of simulating real life counterparts. VFAT is currently the only virtual airshow where such a large group of performers gather to create an event of this size and since 2007, spectators can watch the event live using internet streaming technology. Our sponsor « Interoute » allows us to provide this internet streaming technology necessary to show VFAT demonstrations LIVE on the internet. VFAT takes place once a year and offers the opportunity for virtual aerobatic teams and solo pilots to present their hard work for the enjoyment to the general public! VFAT 2008 Dates: Rehearsal Weekend - December 05/06/07 VFAT Weekend - December 12/13/14 Check VFAT 2008 Performers We would like to welcome you to join the VFAT LIVE Stream during these days! To find out more about VFAT, the pilots, organizors and the history of VFAT, stop by on our website and forum. Best regards, VFAT Staff
    1 point
  12. Igor has just transfered from the base garbage collector platoon.
    1 point
  13. неудержался :) Слева - штатная парковка, слева рулежка(2х всего. Шас переделоваю на 4х).
    1 point
  14. Ибо жаждут игры, а не симулятора.
    1 point
  15. 1 point
  16. В приёмник пушки входят две ленты сразу - ОФЗ и БТ. Подаётся только одна, в зависимости от того какие пальцы подачи на данный момент включены. Переключение на БМП происходит рукой, секундное дело, на вертолёте полагаю электропривод, тоже время ограничивается нажатием кнопки. При этом первый снаряд всё ещё уйдёт из "старой" ленты, т.к. он уже был на линии досылания, а последующие уже из "новой".
    1 point
  17. Опыт помогает... Понять, какую тучу времени ты потратишь на моделирование:)
    1 point
  18. Рик, моделирование у вас и так уже на черти-каком уровне! годы упорных тренировок и все такое ;) Геймдизайнера возьмите, который будет грамотное обучение клепать :) А то к вам скоро из военкомата прийдут с предложением лэйбл на диски повесить: "прошедший игру N, автоматтически зачисляется в ВВС страны на должность летчика/оператора" ;) или "трэки для анализа высылать на priziv2009@voenkom.ru" :pilotfly:
    1 point
  19. В OFP после смерти показывали кто сгубил :)
    1 point
  20. Дело в том, что для ЛО не было толкового мануала по GUI, был очень поверхностный, за что нас не раз справедливо критиковали. Для Акулы мы написали более серьезный мануал, чтобы меньше возникало проблем у пользователей (которые умеют читать).
    1 point
  21. The key to that answer lies in who the other guy is. If he's an experienced weapons school guy, then the chances are he's going to go into the vertical and use his energy to either yo-yo or extend away from the fight and either separate, or re-enter the fight with more knots. Knowing that these guys were too smart to be outwitted, the Fishbed pilot would rarely expend all of his knots in one big turn and would, as you suggested, try and conserve energy. However, if he is inexperienced and gets sucked into the low-speed fight, then he will get slow and, against an angles fighter, is going to pay the price. The latter situation happened to very nearly all of the 'line' F-15 and F-16 guys that were exposed to CONSTANT PEG; on subsequent setups they would gradually learn from this and begin to use the vertical. It depends. What can the energy fighter do with his nose given the airspeed that he has? As a non-fighter pilot, that strikes me as the most important question: if he can't point at the guy, then he can't get a tracking shot or snap shot (of course, if you have the JHMCS/AIM-9X combo, then this becomes a moot point!). So, in theory, the guy with more energy should be at an advantage. In practise, it's not as clear cut if the other guy is initimidating you from accross the circle with nose position. Shack. That's exactly what an experienced guy in the angles fighter will hope that a less experienced guy in the energy fighter will do.
    1 point
  22. You must be at least 21 years old to use the KA50 weapon systems.
    1 point
  23. The 504th Red Hammers have started a BS squad, and I would recommend them both in the sky & on the ground. They have pilots from all over the world but mainly GB & Europe.
    1 point
  24. Отличия этих режимов в наличии индикации позиционных сигналов АП на ИЛС при директорном управлении и отсутствии загрузки ручки при нажатой кнопке триммера. В действиях самого АП отличия нет: в обоих случаях АП работает в режиме демпфирования, то есть старается обнулить угловую скорость. Для активного пилотирования и применения НАР я бы предпочел директорное управление, для всех остальных случаев - режим стабилизации (каналы включены, директорное управление выключено, кнопка триммера не зажата).
    1 point
  25. МСК - ясно будни 13-17 выходные - аналогично
    1 point
  26. 1 point
  27. yeah, DCS is indeed.... well, awsome :D
    1 point
  28. Happy Birthday mate! :drink: :drunk: :cheer3nc: :thumbsup:
    1 point
  29. Не переживай. Как и обычно будем показывать готовый результат.:)
    1 point
  30. not forgetting that your list will be in Russian, However, look for the list item highlighted in Green, as that is the Axis control's.
    1 point
  31. if lazy = showoff than its showoff :D
    1 point
  32. Hi! http://www.geocities.com/edgemeal_software/SetAffinity/index.htm Here are some alternatives. Set Affinity II should work with Vista. I haven't tried it mysef but I will soon. I'm running Vista x64 SP1. Cheers!
    1 point
  33. UPDATE: I've removed this attachment, the latest copy (for now) is later on in this thread...here is the link to the post: http://forums.eagle.ru/showpost.php?p=582866&postcount=65 I've been working on a checklist for a little while now. I have not put as much time into it as I would have liked, but I figured I'd just toss out what I have at the moment. This copy probably has some omissions and/or errors in it. If you notice any, please feel free to let me know. Note that as a helicopter crew chief, I am very much against memorizing things. I simply don't believe in it, as that is how things get missed. I am making this checklist in a manner very similar to real checklists used at my current job. Hopefully the formatting will get changed so that it will be more "kneeboard-friendly", but like I said I have not really spent a great deal of time on it yet. Anyway, I hope it helps some of you, and you find it interesting, and don't forget to tell me if changes need to be made or if you disagree with anything (like I know some of the steps jump from panel to panel and may not flow very well, I am working on that). The real reason I am posting this is really to see if there is interest, and to get me motivated to continue working on it, since if it is just for me, it may never get done! :D
    1 point
  34. Happy birthday Mustang, today is your day :D :yay:
    1 point
  35. Happy Birthday mate! Cheers!
    1 point
  36. Happy Birthday! :)
    1 point
  37. Be good, Have Fun! :pilotfly:
    1 point
  38. Happy birthday Mustang :D
    1 point
  39. Happy Birthday from across town - LOL!
    1 point
  40. Happy Birthday bud!
    1 point
  41. Happy Birthday. Hope all you wishes comes true m8. Cheers This pics says it all ;)
    1 point
  42. Нам бы самолетов добавить да вертолеты разхьюманкокпитить))
    1 point
  43. Пожалуйста. PS. Хочу добавить вот что... чтоб избежать возможных вопросов. :) НАР - не является оружием снайпера. Потому в треке стрельба навскидку (от бедра). Но использовал режим ПМ с непрерывным замером дальности по ЛД. В принципе, можно было мерять и эпизодически, это было сделано исключительно в учебных целях. После работы НАР (а их хоть и 80), но расходовались по 4 сразу ... на много не хватило, добивал из пушки все по той же ПМ. Конечно, это разгильдяйство, потому как вертолет был изрядно потрепан. Но на войне бывает всякое, потому надо тренироваться и так. :joystick:
    1 point
  44. уже давно нет. их только передают... внутри клана... по мужской линии...
    1 point
  45. There are a few small errors in WAGS startup videos (probably because some things were not included in the beta) and in the Powerpoint presentation: 1) The switches where it says "Enable Batteries" in the Presentation are actually the generators and the 2 guarded switches between the AC and DC ground power are the actual batteries switches. 2) Where it says "Disengane APU" in the Presentation is actually the APU Fuel cutoff switch. One would correctly stop the APU by selecting it and then hitting the STOP button ( the second button left of the START button). Afterwards one would shut off the APU fuel valve. 3) The hydraulics master switch is actually switched to OFF in the Presentation. IT's ON by default, so you don't have to touch it. 4) The Fire extinguisher system and the fire warning signal have to be switched on. These are the 2 switches next to the red fire extinguisher buttons. If you are in a hurry switch on ABRIS first after enabling ground power, it takes a long time to start up. With a bit of practice (and without the tests) you can get the shark in the air in under 3 minutes.
    1 point
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