

TobiasA
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Everything posted by TobiasA
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Yes, we did but it is locked so this thread exists to discuss the change in pitch response. However, I am still wondering about the inertia values and I would appreciate it if some of the flight model devs could take a look...
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Yes, but degrees in second are more or less G if airspeed doesn't change. I don't understand it either, but also do not know what is going on in the code. I have seen engineers misplacing the XYZ axis on a CNC mill. For unknown reasons. So... I don't want to judge but I am not really satisfied with how the whole thing gets solved. Drop a fix somehow that seems to fix stuff, not mentioning it in the patch notes either. I see some room for improvement there.
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@FusRoPotato Continuing here and outside of bug reports. Original thread: When you pulled back the stick, there was a fast and rapid response. When you did let it go at like 6G, the FLCS corrected to 0.5G before settling on 1G. This seems to be fixed now. Your last picture shows the old "undershoot" (negative overshoot caused by a too high gain when the setvalue jumps to a lower value) in the red line while the blue line shows a nice clean reaction without overshooting the target setvalue.
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correct as is Yaw and Pitch inertia values are Reversed.
TobiasA replied to FusRoPotato's topic in Bugs and Problems
It might as well be store related. However, I have not witnessed such a big overshoot when correcting to 1G coming from 5G +. I'd ask my squad buddies, but many of them have switched to other airframes for this and other reasons and do not intend to go back... -
correct as is Yaw and Pitch inertia values are Reversed.
TobiasA replied to FusRoPotato's topic in Bugs and Problems
But this seems to be gone... -
correct as is Yaw and Pitch inertia values are Reversed.
TobiasA replied to FusRoPotato's topic in Bugs and Problems
Just a question... Is this fixed? Feels like it isn't as unstable as it used to be. -
correct as is Yaw and Pitch inertia values are Reversed.
TobiasA replied to FusRoPotato's topic in Bugs and Problems
The FLCS trims for 1G, so it has a tendency to rise the nose, the more AOA you have the more noticeable it becomes. This should be correct. -
correct as is Yaw and Pitch inertia values are Reversed.
TobiasA replied to FusRoPotato's topic in Bugs and Problems
The FLCS overshoots the 1G mark when releasing the stick, for example. -
correct as is Yaw and Pitch inertia values are Reversed.
TobiasA replied to FusRoPotato's topic in Bugs and Problems
The thing is that you get your gun cross where it should be, and instead of keeping it there, the FLCS corrects back to 0.5G before it comes back to 1 instead of easing up until it reaches 1G. It is is if you had to much gain on the pitch controller inside the FLCS. Or not enough. Or the wrong inertia. -
correct as is Yaw and Pitch inertia values are Reversed.
TobiasA replied to FusRoPotato's topic in Bugs and Problems
Back to the original post regarding the inertia values... Any updates / comments on this from ED? It would indeed explain a lot, and people have been noticing the sloppy or delayed pitch for quite some time. -
The deal is that there was a large discussion going on with initially, we had the HARM on 4/6 and then people cried about it being removed and so it stayed with the option to remove it via allowed loadouts. The HARM is the only smart weapon to be loaded on the inner station, and this limit does only exist in DCS. In real life, it is smart weapons yes or no. ED decided to go for no as this is the realistic option for the block and user to be modelled, but did not remove the HARM that was already there at the point of decision. There are block 50/52 that can carry smart weapons there, for example greek ones. As laser guided bombs do not require the bus, the can be loaded and dropped from the inner pylons.
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You have a strong asymmetrical drag (not only weight) with a triple rack on one side and a single launcher on the other one. I don't recommend that... However, you can counter that to some degree. 1. Go to your desired attack speed. 2. Cancel out side slip by applying ridder trim (you can do this in autopilot if you want). Watch your slip indicator. 3. Now, cancel autopilot (or pull the paddle switch) and trim your wing. It is important to first trim rudder and then roll because rudder trim will introduce a roll component but roll trim won't induce a slip component. However, the large asymmetrical weight will make it difficult to maintain nice curves because trim doesn't change with G and the heavier wing will always have a tendency to drop down especially on higher AOA's. Best is to trim for about mach 0.8 and then stick to that speed as good as possible.
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AG radar: Snowplow mode not working anymore.
TobiasA replied to TobiasA's topic in Bugs and Problems
Wouldn't it be more logical if SP was available in GM/GMT/SEA no matter what but the whole GM/GMT/SEA mode was blocked in the visual modes because the radar is used for radar ranging, especially in CCIP? -
AG radar: Snowplow mode not working anymore.
TobiasA replied to TobiasA's topic in Bugs and Problems
The manual was the place where I looked before I wrote the report... That solves the issue. Thanks for the quick reply! -
With the latest beta, the SP option became available without the TGP, but it is not working. SP does not SP, the cursor does not return to in front of the aircraft but instead stays centered on the selected waypoint. So, contrary to the changelog, it is NOT available without a TGP, instead, it got removed completely. This is exactly what is no longer working. SP mode is completely gone now. Snowplow_mode_not_working.trkSnowplow_mode_not_working_with_TGP.trk
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I understood that it was sarcasm, but my frustration came through
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I could very well not have the ALE-50 for a while if we finally see some updates on stuff we already have. Like PRF tones on the RWR, the radar rework, connecting two aircraft with HTS to get to PGM1, datalink features, a working JSOW, JDAMs that hit a tank from 20000 ft... There are so many things that remain unfixed for quite some time. And I would really like to know if something is happening there.
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cannot reproduce 4 consecutive misses using laser. Can anyone help me?
TobiasA replied to Aoi Kaze's topic in DCS: F-16C Viper
I'd expect the F-16 SUFA mod to cause some trouble as it did so in the past. I think the best approach is to uninstall it before updating, but you never know. However... It seems to be worth it. Thanks for the list! -
cannot reproduce 4 consecutive misses using laser. Can anyone help me?
TobiasA replied to Aoi Kaze's topic in DCS: F-16C Viper
Then the track is corrupt That happens, I hope mine works and you can see what I did and what is different to what you did. Your laser code is correct, so it should work given a valid release. I'd be interested in a list of mods in that case. -
cannot reproduce 4 consecutive misses using laser. Can anyone help me?
TobiasA replied to Aoi Kaze's topic in DCS: F-16C Viper
GBU-12-GBU-24.trk I took your track and continued when you rolled in to the target. Some notes: - First of all, you should use CCRP. I don't know if DTOS works for LGB's, it should, I think but... I don't know. CCRP is a safe bet. CCIP will almost always miss. - I don't know if you had the TGP as SOI, but it should be - Most people that come to the F-16 mistake the pull-up cue for the release cue. The first flashing with the two lines intersecting each other (one from above, one from the bottom) is the pullup cue. If you pull up at about 4G, you will reach the desired release angle at the moment you achieve a drop solution. I did one level release with the GBU-12 on the original setting pf 30 degrees, ignoring the pullup cue, continuing straight ahead and holding pickle until the bomb is released. The second one is with a 10° loft angle, you can see (at least I hope so) that I pull up on the cue and end on 10° climb when the bomb is released. I then bank a bit to the right, as the TGP is located on the right chin hardpoint to avoid masking the pod (GBU-10/12 aren't prone to that). Lasing is auto-lase, 8s prior to impact. I don't touch the first detent, so each time the laser code is flashing I am holding either release (which will trigger laser ranging) or the auto lase function is active. - The GBU-24 are a different game, as they require you to lase all the way down. You can't loft these in DCS (in real life, I am pretty sure you can), so any physical release angle above 8 degrees will not have a release. The loft cue is just a cue, but I usually set that to a range so I will have it at the top of my dynamic launch zone (rule of thumb: 7-8nm at 20000ft altitude). But anyway... Release angle is usually 0 for me. On this one, I release it in usual CCRP, lase after release until I see an impact (first trigger detent) and I gently turn left after release, to be followed by a long right bank to avoid masking the TGP. I often throttle down as well to avoid passing over the target and then masking my TGP. There might be a more sophisticated approach and some more magic in the range cue but... I rarely use the 24. I hope my track helps. Put it in the track folder, choose "replay" in the main menu and load the file. If you have further questions, feel free to ask. I am happy for anyone learning the F-16, because it's an awesome plane. I won't blame anyone for asking questions. -
cannot reproduce 4 consecutive misses using laser. Can anyone help me?
TobiasA replied to Aoi Kaze's topic in DCS: F-16C Viper
Your laser code is correct, but the track is a bit strange. You crash into the ground after the second drop, neither of the drops do happen in the track. But I noticed two things: - You don't see to hold until release... But that might be a track issue - You drop in DTOS. You should do it in CCRP. -
cannot reproduce 4 consecutive misses using laser. Can anyone help me?
TobiasA replied to Aoi Kaze's topic in DCS: F-16C Viper
You don't loose anything, those are in your saved games folder. A backup doesn't hurt though. -
cannot reproduce 4 consecutive misses using laser. Can anyone help me?
TobiasA replied to Aoi Kaze's topic in DCS: F-16C Viper
You need to use the laser code that you can find in your kneeboard. Often, it is 1688 but this might be totally different. The kneeboatd page will tell you which one to use, and it can only be changed with a screwdriver by the ground crew (the 16 is one of the modules that is realistic about that), so engine off and on the ground. Maybe I can watch the track later. There are no random failures if you did not enable them. LGB's hit if released within parameters. Unless someone else is lasing on the same code, then funny things will happen. -
I can confirm the wobble. The wobble starts at the same distance towards the target with the munition entering multiple sharp and hard turns, which leads to a severe energy loss. JSOW_double_release.trk And I also can confirm that they have a tendency to fall short even if released inside the WEZ: JSOW_double_release_take2.trk Two of four did pull up behind me to more than 1000ft above my altitude, nearly stalled and then fell short. So, there are two issues: - When released from high altitude and sufficient energy, they have a tendency to wobble and do weird maneuvring but they usually hit (but often without doing damage) - When released from medium altitude, they have a 50/50 chance to make it to the target, and sometimes pull up until they nearly stall, followed by falling short. Released at 5800 ft, climbs to >7800. Be sure to not slow down after release and bank away, you might get rammed by your own JSOW.