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Bowie

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Everything posted by Bowie

  1. Flashy Air Corps stuff, for the ground crews. You're still drivin' it on. Try the Navy way. Dead-stick. Bowie
  2. Got this from an F4U pilot, but it's all the same: Approach - Lined Up/1,000 ft/250 mph - - Prop RPM to Full. - Trim Rudder. (~ 5° Left, or 3 seconds on the button) Over the ramp/runway - - Chop Throttle. (and don't touch it until you taxi off) 1st 90° of turn - (Break) - Break Left 60°/Level. - Open Canopy. - Look for Ramp/Runway. 2nd 90° of turn - (Down Wind) - Drop Landing Gear. - Trim Pitch. (~ 5° Up, or 3 seconds on the button) - One notch of Flaps. - Begin descent. 3rd 90° of turn - (Cross Wind) - Roll out of bank/set up final approach parameters. - Second, then third notch of flaps. 4th 90° of turn - (Final) - Fourth notch of flaps. - Bring the nose around toward the centerline of the ramp/runway. - Fifth/Full flaps. - Flare. - Stick the Tail Wheel as the nose comes to centerline and the wings level and stall. - Roll out/raise flaps. - Brake/exit runway. So, chop the power, screw down to the ramp, plant the tail wheel at the stall. (the last few degrees a pirouette) ... dead-stick. Jedi skill. Bowie
  3. Trivia is like that. The point is - This requires that one points their nose to see a different ~ 60° view window, head on a swivel. No "game" panorama views. And it feels 3D, like being inside, not just looking at a picture of something. Useful detection range is 1.5-2.0 MN, depending on background and lighting. And when you lose a bandit in a knife fight - it requires that you point your nose/maneuver your aircraft to reacquire, Not just "look over there," but maintaining your 3D situational awareness so that you can extrapolate/maneuver/pan to get then back into view, then drag'em into the gunsight. Jedi skill. Bowie
  4. Any takers on this? If a Simulator is what you're about... Bowie
  5. Will confirm this BUG. This is on a 4K monitor. And it's new, probably the last big, or the following small, update. Bowie
  6. As the title states. New BUG w/ this update. Please Advise. Bowie
  7. This looks exactly what was here to post a request for, reducing the max breaking gain to a percentage that will be functional w/ differential repeater keys. Pulled a copy of the folder and file over to the user install, and will mod and see if it works over there. Thank you for this, as WWII fighters are the real pilot stuff, from start-up to shut-down. Bowie
  8. Witnessed a collision b/t a FW-190 A-8 and a P-51D-25 N/A viewing in F2. Tore the FW-190's vertical stabilizer/rudder clean off, but continued to fight as normal. Not good. On a higher note, witnessed another collision in the F2 view mode, this b/t a P-51 and a bf-109. Sheared the wing off the P-51, but apparently did no damage to the bf-109. While inspecting it for damage, the engine seized, and the mill locked up solid. One of the propeller blades was peeled back like a banana. Pretty cool. Please advise. Bowie
  9. The Magnetic Compass in the A/C (P-51D-25 N/A) agrees w/ the NORMANDY Map Compass Rose: *M-9.7° (~ -10°). But when interrogating the A/C, from either the F10 Map or F2 View Key, the HDG XXX°M, in BLUE, is reading +10° Higher than the True reading to the right of it, which is actually reading the Magnetic heading. Please Advise. Bowie
  10. Well, there wasn't a whole lot of any air fighting over Normandy. Ardens Offensive and on seems about right, late '44. But an early, less powerful bf-109G, w/ MG 17's and the higher capacity 20mm cannon, a/o a later one w/ the 20mm and MG 131's. Would be happy with any of that, as long as it was native DCS. Bowie
  11. Have been spending a lot of time in the P-51D-25 of late, against AI bf-109K-4's and FW-190A's, Trained or Veteran/Ace skill level, and have done very well against them (with a notch of flaps), including running them down. (though not fully fueled, but rather a 41% close combat load) Spend a lot of time trimming the A/C, and it makes a difference. Bowie
  12. Wonder how much trouble it would be to convert the bf-109K-4, and offer it like the clipped wing option mdl. for the Spitfire. Even if it was simply a cannon armament/ammo change from 30mm to 20mm, and some liveries to match. Considered doing the relatively simple file mod, but didn't like the idea of a bastard A/C if going on-line. Bowie
  13. The above settings produce ~ 60° Field of view. Checked by placing the edge of view on the center-line seam of the cowling, noted a scenic detail on the opposite edge of view, panned to align the initial edge with the scenic detail, and then analyzed how the center of the view lines up with both the parallel wing and perpendicular canopy rail, 90°/(1 + 0.5) = 60°. Should work for any monitor and distance, as one sees what they see, and the brain adjusts accordingly. Bowie
  14. EDIT: From post #26 Had an interesting turn of events on this project. Was thinking that a "look down" button would be useful, as there are the fuel switch/gauges, as well as the side panels to deal with. So switched settings/assignments for the two upper snap view buttons. ... and, with the other corrections, the views were the same, as 30º view angle change w/ the "40" zoom is native. Zeroed the "vAngle", and tasked, instead of "Camera view up slow", "View Center" to the upper right(JOY_BTN6) button. (gunsight view) And tasked, instead of "View Center" w/ the - 30º depression angle, "Camera view down slow", to the upper left(JOY_BTN5) button. (panel view) So, now, the upper right button is all/only "gunsight view", without the annoying double-clutch higher views from the "Camera view up slow" function. And, the upper left button is "panel view", and "lower panel view" with the second push, and pan from there. Also, once the lower panel view is altered, even by just bumping the pan hat, the upper left button will bring back the "panel view", moving the view back up. This also effects panning in the "panel view" itself, as the upper left button will reset to initial "panel view" as well. This is very fast for in-cockpit work, like start-up and monitoring flight parameters and fuel. Really Good - got better. The original post: In a real cockpit, there are no panoramic views. And frame members, like the windscreen bow, are relatively substantial structural elements. Look out around them, or look down at the instrument panel and that's all you can see. This equates to ~ a 60º field of view, and a - 30º depression angle for the Instrument Panel view. DCS - provides a panoramic view at the expense of "zoom angle", which makes everything outside the cockpit look smaller, resulting in spotting difficulty at even reasonably close ranges. Solution: Scale the cockpit with zoom. With Notepad++, open C:/user/"user name"/Saved Games/DCS.openbeta/Config/View/SnapViews.lua. (make a copy first and rename it. e.g. "SnapViews - OEM.lua" Find the "P-51D" section/[13] (mine is row 5192) Change (copy/paste): [13] = {--default view viewAngle = 40.000000,--FOV Cockpit Zoom 40.000000, OEM 80.000000 viewAngleVertical= 0.000000,--VFOV hAngle = 0.000000, vAngle = -30.000000,-- Cockpit View Angle -30.00000, OEM -9.500000 x_trans = 0.120000,-- Cockpit View In_Trans 0.000000, OEM 0.120000 y_trans = 0.0600000,-- Cockpit View Up_Trans 0.060000, OEM 0.059000 z_trans = 0.000000,-- Cockpit View Rt_Trans 0.000000, OEM 0.000000 rollAngle = 0.000000, cockpit_version = 0, For the Logitec Extreme 3D Pro, with 4 stick head buttons and a hat: UL (JOY_BTN5) = "View Center" UR (JOY_BTN6) = "camera view up slow" LL (JOY_BTN3) = "view left" LR (JOY_BTN4) = "view right" Hat (JOY_BTN_POV1_x) = default pan function This provides: (UL) Instrument Panel view (UR) Gunsight view (LL) Fast Pan - left (over the shoulder from Gunsight view) (LR) Fast Pan - right (over the shoulder from Gunsight view) (Hat) Pan - from any view or location By doubling the zoom to this ~ 60º field of view, the inside looks and feels right, and the outside looks right. Full size/full screen views: (Lt click image, then Rt click for image host, then double Lt click for full screen view) (UL) Instrument Panel view (UR) Gunsight view LL (JOY_BTN3) = "view left" (full pan) (Hat) Pan - from any view or location Should work w/ a head-Tracker as well. Comments/Concerns/Suggestions welcome. Bowie
  15. So, 16 v. 16 missions, maybe Ten, P-51D-25's against bf-109's and FW-190's, skill levels Trained to Ace, all. Maybe Fifteen hours of flying, all landings back at Cricqueville. What's wrong w/ this picture? [EDIT] DCS 2.9.6.58056 (22JUL24) - AI Aircraft. WW2 aircraft AI will not engage in combat in some cases - fixed. This appears to have solved the problem of Player being the only AI target in the sky at the merge. A big Thank You for that. Bowie
  16. General/Multi-thread Mode: - Off-Line Play option Fails - produces Error Code 500, and then a 4xx? - Not logging Landings or Flight Hours. Normandy Map: - Airfields are misnamed in mission execution (i.e. Cricqueville landing acknowledged as Lignerolles landing) - Aircraft now land all over the map at the end of the mission, instead of at their assigned airfield/apron. - Formation station-keeping is still a mess, though being "investigated" on another bug report. Please find the attached Track. Bowie Formation Butterflies.trk
  17. Yeah... about that, Generally set mission fights to occur w/in ~ 15 min. of start-up. Please explain how one fuels 41% (60% wing tanks, or ~ 54 gal./ea.), and then, puts 25 gal. in the fuselage tank? Bowie
  18. @NineLine - Attached please find one of the missions of the series, varying only as to elevation, route, and time. This one is "F" elevation, initial route, early morning, second Section, out of Cricqueville, Normandy map. Give it a run, and anyone else interested, and try to hold formation on another Section, and then enjoy the fight. Or, set Doghouse-1 from "player" to "Veteran," and then use the "F2" key to cycle through the A/C on mission. Look particularly at Cactus flight, the lead Section for Doghouse flight. The station keeping is awful, and new since the last big update. Doghouse Flight - CV-0430-1600v0808-SL Disp-F.miz Bowie
  19. First off - Before the last big update, not only these 16 on 16 missions, but the Omni mission from which they were derived, with 26 Allied Fighter(4) and Bomber(3) Sections, and 18 Axis Fighter(4) and Bomber(3) Sections, with all set as AI - took off/formed up/climbed/patrolled/attacked/returned/landed/parked in their original location... flawlessly. Being set up this way for testing, could jump into any/every plane to observe throughout the entire mission. Different climb/cruise/patrol speeds were used, depending on the individual Section A/C and route requirements. Flawless. Second - 160mph IAS is just slightly below 165mph IAS considered optimum. Have slowed them down to 130mph IAS without issue. Third - IF this was a climb speed issue, it would still be associated with the last big update, and does Not address the radical side-to-side formation station keeping movements. Understand, this project was several Months worth of careful building and testing, to generate the omni missions, at three different altitudes (LF/F/HF) after the Normandy map was corrupted due to its integration into the Channel map plan. Lots and lots of hours spent observing and correcting routes/speeds/timing marks/interactions. Flawless. It's the last big update. Requesting that DCS/Dev look into it, as someone missed a comma or decimal point somewhere. Bowie.
  20. Out-standing. May seem to be a little thing, but it turns out to be pretty important. Four Sections from two different airfields, join up and climb to elevation, and then patrol the combat zone, the first 15 min. of every flight. The immersive pilot workload of formation and navigation is always in sharp contrast to the 16 on 16 furball to follow, one of eight unique missions - with four different situations that occur twice at four different times of day, morning and evening. Thanks for the work. B/E: Bowie
  21. Wondering if the LG malfunctions are associated w/ the new, softer landing gear physics. Have been attempting to master the toe-brake/castering tail wheel steering with buttons, and it is fussy. Takeoffs have also gotten a lot more difficult, w/ some torquing around quite a bit. (although flattening the rudder curve a little helped a lot) Maybe the ground yaw on TO was damaging the gear. Which is OK, because skill will resolve it. Doesn't explain cooling and fuel issues, though. Just showed up, like the awful Section formation station-keeping, with the last big "hot-mess" patch. Don't ever expect retrograde progress. Bowie
  22. Probably good advice. Coming from CFS2/1%, mission building is the canon. Might look into the WWII Servers. Growling Sidewinder's "World At War" server looks interesting from the YouTube vids, but can't find out where it is or how to access it. Bowie
  23. It's not a personal problem. Just trying to get the program straightened out by reporting problems. Especially when the problems are related to recent DCS/Dev work. Given that, expect to deal w/ DCS/Dev on the issue(s), and fellow operators to verify the issue(s) if possible. Like this was a business, and we were paying customers. Bowie
  24. - Still persists. - Track provided in OP - Not acknowledged by DCS/Dev - Not addressed in latest patch This needs a look, as it is pretty awful. Please advise. Bowie
  25. Yeah, they should put that in a NOTAM somewhere in the BUG Department. Had a second cooling system failure, to add to the LG and Fuel malfunctions. Had to go to manual cooler flap controls. Can't believe this is an isolated incident. Also checked not only the front-end setting for "Random Failures", but the individual missions as well. This is definitely the previous big hot-mess update. Still trying to catch one on a track, but the end of a mission isn't normally for doing other peoples work. Bowie
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