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Everything posted by lubey
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No wonder my kneeboard chart & compass navigation attempts always were always so bad!
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Yes that's very true. In a sustained turn on the ground the gyro would slowly align itself into the inside of turn. However, I made a short track making a sustained turn to the left to investigate. Note the attitude indicator swings left AND right during different parts of the turn. Now, gyros are very unintuitive things and there is a change this is realistic if there are some crazy precession effects going on. But I don't think so because the gyros themselves just stay pointed in the same direction; the indicators work because the plane and therefore gimbals turn around the gyro. But more importantly, at the end when I'm sitting still, the AI doesn't re-align itself with the true vertical, despite very quickly doing so in the turn. Also look at the weird gyro compass oscillations at the end. Also the pitch of the AI has been affected by turning too. gyros.trk
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The gyro drift does seem excessive to me. If you uncage the AI during start-up it's already like 30 degrees out by the time you even get to the runway for takeoff. But I'm sure it's just a WIP thing. Or who knows it might be realistic, maybe 1940s flight instruments are just that s**t.
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I think the tail wheel doors hide stuff and make it look like there is a lot more caster angle than there actually is. Compare to this picture from the DCS website: Notice how the tail wheel steering/swivelling axis is actually more or less vertical (if the picture were rotated as if the plane was sitting on 3 wheels on the ground)? There is just a bend in the shaft which creates a horizontal offset between the axis and the contact patch of the wheel. So I think the tail wheel would be much more inclined to align with its relative direction of travel than the fuselage of the aircraft as you're saying, much like in a shopping trolley. Of course there still would be friction in the steering axis, resisting the tail wheel from being completely free-swivelling so potentially making the plane more resistant to ground looping than it is and also not making the wheel automatically turn 180deg for no reason.
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Also, now when I successfully complete 'mission 20: unarmed helicopters', the campaign just sends me back to 'mission 19: convoy bombs' again. Is this a known bug or just me?
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If anything I've noticed the opposite - reducing the prop RPM reduces the MP, at least at full throttle anyway. Or are we talking about the transient response?
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Thanks for this! I'm having the same issue here (as I imagine everyone is). P.S. I saw all the mission names when putting these modified missions in the campaign folder and I spotted "mission 23: 1 vs 2 P-51D", yikes!!
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I have an X52 pro with W7 and am running driver version 6.2.2.4 and SST software version 9.9.9.9. Are these the same versions as you? (you can see them in the 'about' tab of the X52 'control panel'.) I have no problems here so just wondering if everything is up to date?
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Certainly non-combat losses were a LOT higher for me back as a beginner in the shark compared to the hog. The hog is extremely easy to fly, land etc, whereas the shark is an absolute death trap when you're starting out, with a crazy autopilot, rotor blade clashes at high speeds and all the other goodies. IIRC, engaging auto-hover below 4 m altitude = instant death
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This was already modelled in warthog and black shark wasn't it? At least gyro drift itself was, if the EGI ever failed then the AI would start getting errors very quickly in both pitch and roll.
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You're right about that second bit, otherwise you'd know that not a single word of it is about aerodynamics :thumbup:
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Yeah I agree, I think the WCMDs and the CDU wind page only help guide the bomb/ predict the correct release point respectively in order to hit the SPI, they don't take into account the drift after the bomblets disperse...
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Well you also have to be much closer than that to the target to drop bombs on it using CCRP anyway...
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Yes, if you're in Auto mode it will dispense using the settings you've given it, but Auto uses only select program letters which you must customize. Program 'M' is automatically dispensed whenever an IR missile is detected. So this is the one you must reprogram for your flares. Likewise 'A' and 'B' are for radar-guided threats. But Auto mode generally does just spam all your C/M pretty quickly, personally I prefer to use semi most of the time.
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It can also refer to Alcoholics Anonymous, but that probably wouldn't belong in a discussion of military aviation.
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Also remember that the 1.1.1.1 patch can only be applied over version 1.1.1.0. To check which version you have installed, look at the bottom left of the splash screen that appears when you load a mission.
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Wow ED are always full of surprises! I hope the DCS legend is an F-14 Tomcat but I'd still be happy with a WW2 fighter or anything really! I'm not sure exactly how well the low fidelity AC in FC3 are gonna interact with the A-10C but we'll have to wait and see I guess.
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lol. But isn't that in CCD mode? :D
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I can't download this behemoth of a patch yet due to lack of internet quota. So here is the 1.1.0.9 pic
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Might have to start using WHOT a bit more now...
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+1, most intelligent post of this whole thread :thumbup:. I hope ED eventually figures out a more elegant solution before in the year 2018 we have 150 GB of DCS modules installed to 7 different directories, 90 % of which (by hard drive space, not by development effort) is just multiple copies of the Caucus map, Nevada map, non-flyable aircraft etc. Not to mention it will be murder on my monthly internet quota. But I have no problem paying for the continued development of this amazing series, especially when some people will gladly pay $60 for Battlefield of Halo: Modern Warfare 14 or whatever, which is 99% just Ctrl-C Ctrl-V :)
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Point taken. But the speed of sound is still 573 knots (TAS) at 20,000 ft (according to wikipedia anyway :unsure:).
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Still, at high altitude 600 knots is supersonic and personally I doubt a free-falling pilot in ejector seat could ever break the sound barrier. In fact when a martin baker ejection seat is ejected from a supersonic aircraft, sensors onboard the seat do not allow automatic deployment of the parachute until it has slowed down to below mach 1 by itself, otherwise the parachute would kill the pilot due to such immense deceleration.
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You can generally see the plume just by looking out the window. You just see this giant white vertical line and it instantly makes you think "oh sh**". But I don't think the MWS alerts you when this happens in the sim (too far away perhaps?). Then when the missile gets close you get an "M" on the RWR, but I think this is from the active radar homing of the missile, not its plume.
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lol @ fleshpiston's violent wife