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Mav87th

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Everything posted by Mav87th

  1. Very nice work Totmacher - love the comparison possibility Suggestion Add mph and mph/ias to the speed selections especially for the US WWII planes
  2. Argh…… dohhh
  3. It seems that they had 4 and not 2 external stations for up to 500 kg bombs (not 500 lbs). At least according to combat records and images of the plane. From this account KG 51 bomb Ventnor radar and Portsmouth harbour | August 12th 1940 (battle-of-britain-diary.org.uk) And here under 3 pictures showing the two racks on either side of the fuselage instead of one.
  4. More control over Speed and Timing on waypoints. Fx. ability to lock the time on two waypoints (should then automatically adjust the speed between them) ability to set a speed of IAS in Mph for WWII planes. Ability to set speed time depended on a chosen climb rate between two waypoints. Example you want a group of P-47's to climb between two waypoints at 500 ft/min and 160 mph ias. then the time of the second steerpoint should adjust automatically or if that steerpoint is locked the first steerpoint time should adjust. Would give a ton more management of AI in larger scenarios and much better control over how the AI's are flying the missions.
  5. Ohh yes - and loving it
  6. Feel Free to make your first P-47 mission with exactly the type of start for the user you see fit... nullotherwise.......STxU and alter any mission you see fit
  7. Hi @BIGNEWY posted new topic as requested - thanks for the interest! When placing the object "V1 rocket launcher" with the mission editor the unit will always face north when entering 3D world. in the mission editor it will visually look like the unit is facing in the direction one has adjusted it too with the "arrow". It does not help to give the unit a waypoint in the desired direction, nor does it help to give the unit a "fire on point" assignment where the point is also in the desired direction.
  8. @BIGNEWY Same issue is valid for the V1 rocket ramps. Always facing North no matter what you do.
  9. Check above for the TacView stuff - kinda helps a little
  10. So i did a couple of climb tests with AI (P-47D-30) and my self in a player aircraft. Attached is the mission file, so you can try your self. I then copied the AI flights track and altered the speed/time settings of the steerpoints, so now there are two AI flights, one called "Fixed Time" and one called "GS" obviously for GroundSpeed as this flights waypoints are set to groundspeed, while the original flight is Fixed Time set on the wayponts. Observations: Fixed Time flight flyes the obviously most correct flightpath while the GS flight does not originally start the climb, but comes up to altitude a little delayed. The ACMI file and an exported telemetry file is attached as well as the mission it self. You can simply spawn in the player aircraft and then F2 the flight of the AI's, or alternatively climb up with them. Tacview-20240302-114357-DCS-Climb-Test_P-47D-30.csv Tacview-20240302-114357-DCS-Climb-Test_P-47D-30.zip.acmi Climb-Test_P-47D-30.miz
  11. Actually thats not too shabby - its 300 MPH IAS at 35000....easy obtained in a shallow dive. I assume that the AI will use it as a guide to stay below that mach number CAS_min = 56, -- if this is not OVERALL FLIGHT TIME, but just LOITER TIME, than it should be 10-15 minutes.....CAS capability in minute (for AI) V_opt = 125,-- Cruise speed (for AI) V_take_off = 53, -- Take off speed in m/s (for AI) V_land = 50, -- Land speed in m/s (for AI) V_max_sea_level = 250, -- Max speed at sea level in m/s (for AI) V_max_h = 212, -- Max speed at max altitude in m/s (for AI) Vy_max = 22, -- Max climb speed in m/s (for AI) Mach_max = 0.8, -- Max speed in Mach (for AI) Ny_min = -4.0, -- Min G (for AI) Ny_max = 8.0, -- Max G (for AI) Ny_max_e = 8.0, -- Max G (for AI) AOA_take_off = 0.14, -- AoA in take off (for AI) bank_angle_max = 60.0, -- Max bank angle (for AI) Above is from the P-15D lua file - it has better explanations to each constant. Next test is to try to make a Mission with a P-15D AI par that takes off, and then climbs out towards a rendevouz point. Then its possible to edit the P-51 lua files Vy_max constant and retest if that helps.
  12. Request for new feature..... Added possibility to launch the "Model Viewer" from the binMT
  13. Yea i guess to clarify, that what i want is to be able to measure if a flag has been continuously true (or false) for X amount of time aka - Flag 1 is set to true and then remains true for 10 seconds. If it turns false after 5 seconds and then turns true again after 1 second and remains true for another 5 seconds i do not want the "Time since flag (1, 10) to be true, which i suppose it does? So scripting might be the way. Thanks for the suggestion Grimes!
  14. Daring to pick this up again... how will the reaction be if you have an event that sets Flag 1 to 1 from 0 at event time Then after 5 seconds Flag 1 is set to 0 by another event And the condition is: Time since Flag (1, 10 sec) Is there a way to measure if a flag is TRUE in more then 5 seconds fx.??
  15. I would just love a decompiled version of the P-47D lua file so we could tinker with the AI max climb value... I managed to look into the file without decompiling it via www.luac.nl and here its clear that the Vy_max value is set to 22 (m/s y axis presumably) wich is the same as the P-51. So i'm going to experiment flying on the wing of a climbing P-51D to see if that is the same, and if one can adjust that value to a more belivable climbrate adjustment.null
  16. Hi ED First of all THANKS for a brilliant aircraft. I simply love to fly the P-47D you have created. I would though like to be able to fly as a wingman to AI for larger missions/campaigns, which is difficult as the AI pilots climb rate is over the top. They seem to fly with a very unrealistic power setting. You properly know the numbers for maximum sustained flight (which would be used for a max rate climb over a longer distance or period. But anyway here are the numbers that should be used... RPM 2700 52 mm HG in manifold pressure Mixture Auto Rich Speed: 165 mph @ seaLevel up to 10.000 ft. giving 2050 ft./min 160 kts. @ 15.000 ft. giving 1400 ft./min 155 kts. @ 20.000 ft. giving 1250 ft./min 150 kts. @ 25.000 ft. giving 1050 ft./min I have read, that the AI climb speed is hardwired, and can see in the P-51D .lua file, that the P-51D has the following attribute. Vy_max = 22, -- Max climb speed in m/s (for AI) Vy implying that its the y axis, vertical i presume, so converting this to ft./min. it would be close to 4330 ft./min The .lua file of the P-47D however is not readable (encoded i presume), so i can't do some test and error with it. Therefore i lay my hopes with you guys to see if you can lower this speed to something in the range of the climb rate that you get in the Jug with the above Max Continous climb. And that is in the range of 1500~2000 ft./min. I tested a couple of times and my average climbrate to 25.000 ft. at 14.000 lbs gross weight at takeoff was 12 min ~ roughly 2080 ft./min. which should see the Vy max value to be set to 11 for the jug. PLEASE
  17. Hi Reflected Thanks for a crazy cool campaign - love it. Just ended the last one on my 5th mission in the campaign getting shot down over Newpoort. How many droptanks should the planes have? Mine have one centerline on these missions. Like others in the thread i have trouble keeping up with the formation - even at maximum continuous flight settings. Perhaps i should experiment with more aggressive engine settings....
  18. That might very likely be the course instead. Thanks Kercheiz
  19. New discovery in Multiplayer... I was WSO with a buddy in as pilot. I had control over the radar and made a map, did some other stuff and then came back to look at the radar and make a new map. I could not take control over the radar no matter how much i tried. Every time i selected Coolie switch to take control i would print "RADAR IN USE" and i could not force the take over. After a lot of time i tried to reprogram all my displays. I had A-A radar in slot 1 on the MPD and A-G in slot 2 and then HUD in the thired slot. I then tried without A-A radar in slot 1, and Voila!!! i could now take control again..... Apparently you can not have A-A radar in one slot while using A-G radar in the other in MP.
  20. Hi SkateZilla How many custum apps can i add to the launcher? Seems like its limited to 5 that you can add totally free. Am i right to assume that the top 8 applications can not be removed or replaced by something i would like to add? In my case here i would like to add The Way to be launched as well, but i dont want to remove any of my custom ones. However i do not need Steam VR and Oculus VR but can not remove/replace those. null
  21. Yellow_Cobra - very nice mission to practice different deliveries and teach you to use the TPOD as well as you can. Scud Hunt - super nice not to complex mission The Serpents: - Head - Tail two missions that are quite good.
  22. There are some clashes post WWII with WWII era aircrafts. Like Checz Avia's (109G's late model and different engine) and British Spits/Hurricanes.
  23. Hey Swift - Great suggestion You can however "utilize" programming it the other way around. Using JoyToKey you can program the ministick on the X-box controller to 4 keys.
  24. afaik the boomer can press a switch and lock the boom in place and then drag the coupled up jet.
  25. as i understand it, and how it does work on my X-box controller. I'm using the controller as the Right Hand controller, now with Toggle function i press the "X-box button" once and then the whole controller works as the say Left Hand controller. Then i press it again and now it works as the Right Hand controller. With the Held type modifier, I need to press and hold the "X-box button" all the time to get Left Hand controller functions out of the X-box controller. It's not "artificially held". I am using the toggle function and does not have to hold the "X-box button" all the time. I then have OTHER modifiers to have all of one handcontrollers functions at once. If it does not make sense i will have to make a drawing
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