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Everything posted by billeinstein
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Er, the Carburetor Air Temperature supposed to be this:(picture from A2A sim). "Supercharging Heats The Air The downside to supercharging is heat. The more you compress air, the more the temperature increases, therefore more supercharging = higher CAT temperatures. The increase in temperature can be extreme. -40 degree air coming into the intake system can be 100 degrees hotter after it exits the supercharger. This is where your INTERCOOLER comes into play. The INTERCOOLER is a heat exchange, and is basically a radiator taking heat out of the incoming air. Use your INTERCOOLER FLAPS to transfer heat out of your intake manifold and out the flap doors. The more you open your intercooler flaps, the more heat you remove. Use your intercooler flaps to keep CAT temps nice and low for a strong and healthy running engine." And in DCS manual: "The AN5790-6 Carburetor Air Temperature Indicator shows the temperature of the air running through the carburetor air scoop. The gauge indicates temperature in degrees Celsius (°C) and is graduated from - 70° to 150°C. The face is scaled to 10°C. The green range indicates normal operating temperature of 10° - 30°C. The Red Line indicates maximum temperature of 40°C."
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The weather in DCS test is the default setting: at sea level 20C degrees and 760mmHg QNH, so the altitude in F2 is the same of the pressure altitude. I believe the historical test is based on the standard pressure altitude, otherwise the results are meaningless. And the difference can't be 5000ft. One other thing is about Carburetor Air Temperature Indicator. It is never in the green when fly high enough, and just becomes a Outside Temperature Indicator. Pressurized air shall have a certain temperature rise.
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My version is 1.2.1.6288. I tried ,and the MP gauge has no noticable change. Even when enabled W.E.P, the MP increased no more than 1" from full military power(MP below 60"). It just likes a MP limiter, not a booster. I also confirm that the MP behavior with RPM change are similar between DCS and CloD at high altitude and high speed. Both sims are good at this part. That old spitfire has the critical alt. near 18000ft.
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Try a full realism Coral Sea mission in IL-2, you will learn a lot about the navigation.
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I just build a mission, the P-51 was set air born with max speed above those altitude. I found the MP cannot reach those value(67",61" and 46"). So I just decent smoothly and tried to find the alititude the MP can reach those value. Then paused the game and read the altitude from F2 view. In the W.E.P climbing test I used W.E.P and keep the IAS near 165mph as possible. I believe the time of climb is accurate in the sim. I mostly care about the engine and MP gauge, there should be some bugs, maybe are realted to the death of engine in the high alt. cruise. This is the picture at 10000ft for W.E.P high speed test. IAS is 350mph, and the MP can only reach 57.5".
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In the CLOD, for the Merlin engine of Spitfire IIa, to change the RPM without moving the throttle, you will find the MP will increase if decrease the RPM. The DCS:P-51D is different. MP will drop if you decrease the RPM. Which shall be the correct one? Or is this the real difference between these two types of Merlin engine?
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I just tested the low blower critical altitude: W.E.P(67",3000RPM):5000ft(10000ft for historical) Military power(61",3000RPM):7500ft(13200ft for historical) Max Cont.(46",2700RPM):11000ft(16200ft for historical) If above those altitude, the MP will drop even with full throttle. And moving the ramming air lever doesn't change the MP. In the W.E.P climbing test, the supercharger shift from low to high at 14800ft. In the historical test it was 16000ft.
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http://www.wwiiaircraftperformance.org/mustang/p51d-15342.html 2. High speed in level flight at 3000 RPM and 67" Hg (War Emergency Power) is as follows for a mixture setting at "run" and coolant flaps in automatic at a take-off gross weight of 9760 pounds. This table means with low blower, full throttle and WEP, the MP can maintain 67'' no more than 10000ft. With high blower, it will be 26000ft. That "w.o" means full throttle maybe. With high speed level flight at 10000ft and TAS 417mph, MP can reach 67''. But when climbing at same altitude with IAS 165mph, MP can only reach 56.3. That's maybe because the ram effect.
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I tested the 10000 m bailout and the pilot opend the parachute just after levaing the aircraft. The manual page147: "Also, when bailing out at high altitude, it is recommended to extend the free fall until lower altitudes are reached, as opening the chute at higher altitudes induces greater G loads on the body." Looking from outside, the pilot doesn't put his oxygen mask on at any altitude, even with the canopy opened at 10000 m. The Hypoxia has not been tested yet.
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Random failure? My guns jammed my engine?
billeinstein replied to JozMk.II's topic in DCS: P-51D Mustang
Try a high altitude cruise with 2400RPM and MP in green will kill your engine. -
The somkes look good while firing. But when stop firing, they do not dissipate, and looks like static clouds over there.
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Something like tacview can help. Google it. You can adjust you input curve in the input option, and even make the p51 feels like a Boeing 747.
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You may try a stall test mission, record the trk and make a ACMI. Then you will find the critical AOA. The feeling of your control can be very different with different joystick and different curve setting.
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That is an unofficial mod. Boeing company has the copyrights of those heavy bomber's cockpit. So there are no flyable B-17 and B-29 in the offical version of IL-2 series from the beginning till now. And those atoms are not quite real. The shockwave travels as fast as light, and no parachute after bomb release.
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Need B-29 and atoms.
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I find that the the AI can fly stright and level with right flap lost and even make a full left flap down landing without any trim or aileron/rudder input. And it seems to be that AI can use the full militry power for combat more than 30 minutes, not 15 on the manual. Or the overheat of engine is not woking yet? 4v4.trk
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In some other sims my friends prefer the convergence of 120m-150m(394ft-492ft) for those .cal guns aircraft. One reason may be the .cal in those sims can do much less damage than other cannons. So they will fire extremely close in a boom-zoom attack, kill the enemy in a single pass and avoid TNB combats. Another reason may be the K-14 sight is not as useful as that in DCS, for no axis control of k-14 range control. In DCS, I tried the 1v1 quick mission and killed the AI with 105 rounds hit on it.
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Hope not $39.99 for the P-51B again.
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Try the Su-26,for the FAA certificate.
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I know about the target, and I also notice the FORWARD part of the AAF Manual 200-1. The last sentence: "...The patterns for harmonization contained herein are indorsed by Army Air Forces but may be amended by each individual station in accordance with local conditions to obtain effective fire power." For me, due to the DCS missions now are mostly ground attacks with much more dangerous AAA fire than WWII, I am just seeking the chance for the maximum harmonization. And other dogfight fans may prefer the minimal one. Your working in this sim is admirable. I meant no unrespect of your hard working. Now I konw there would be a complicated work behinde the change. And since the guns setting now just can do most jobs, perhaps I can let it go.
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And the so called "bad habit" in other sims or games was not started from IL-2. Maybe this article is the one. http://www.simhq.com/_air/air_031a.html
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I'v got one about boresight and harmoniz info. But it was for the P-47N, for reference only. AAF Manual 51-127-4, Page 56. "The guns are boresighted and harmonized to obtain the proper pattern of fire as viewed through the sight. The harmonization used will vary under different conditions and in different combat theaters. Determine the alignment of your guns before taking off on a firing mission."
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Partially agree. In the wartime, most pilots have to fly the aircraft they brought back last time, not a totally new one. These options just provide the POSSIBILITY to try an all AP or tracer belt etc. Just like the Unlimmited Ammo option, a good sim shall not kill this possibility.
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Or you may show me some historical information or hard evidence to prove that the AAF Training Manual was wrong on this part. Otherwise many simmers and I will not simply agree with you in this setting.
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Take it easy men, every sim, from IL-2 to DCS, has its own limit. For myself, I believe that the guns option cannot follow the manual is due to the limit of the platform. That reality is not the problem. Obviously, the real pilots in WWII would NOT have the "authority" to set their Mustang to "Immortal","Unlimited Ammo/Fuel" state. But it still can be set in the Mission Editor. I can also find no such convergence setting Options in the GAME MODE for less-reality care players. I know you Dev team will not change your mind. That's OK. I suggest add a commentary in the Manuel in page.48 that "the function of different convergence points setting is not implemented in the sim". Other wise there will be more and more player confused by this part of manual. For those HAVE the convergence point's sims, it doesn't mean that every shot from a gun will pass a same point ervery time. It's a compromise between reality and efficiency. IL-2 has more than 10 years of history. I just dont want to see anyone would comment the DCS "HAS NOTHING IN COMMON with reality" ten years later, OK?