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peachmonkey

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Everything posted by peachmonkey

  1. when I dive I pull the throttle all the way back, although I'm usually diving from 10k feet or so, and by the time i'm deck the speed is around ~450mph, and the engine is still turning at the 2700 rpm. Does the manual state you need to pull the throttle all the way back during the dive?
  2. out of curiosity, are you trying to achieve a gradual tailwheel lock control with the axis? I'm not sure if the original mechanisms even supported such operation.... Wasting a free axis on an on-off type of a control seems strange...
  3. @saburo_cz and @DD_Fenrir - thank you for solving my issue, indeed the belly tank works when the RPM's are sufficiently high enough! cheers.
  4. Thank you for the hint! Yup, I did the basic tests while running the engine at idle on the ground. I'll try it out with the higher rpm to see if there's a difference. If you don't mind, can you share the source of the info about the higher rpm requirement? It's strange that the idle works for the wing tanks but not the belly...
  5. hi, guys, Question: how do I use the belly tank? I feel a bit dumb as I'm not sure if I'm doing something wrong, although there's very little to do. I have no problems using the wing tanks, however when I equip the belly tank (metal one) the engine chokes and stops running as soon as I switch the fuel selector to External Tank. 1) in Rearm/refuel menu I add a Belly tank 2) I select 100% fuel 3) once fueling/arming is completed I simply switch the Fuel Selector to "External", the External Fuel Tank Selector is already set to "Belly". And the engine starts coughing/dying. If I use wing tanks, then everything works as it should, I select "External" and then either Left or Right on the external selector. Am I missing something?
  6. 1) make sure you run flaps at 15 degrees (look at the flaps dial), if you drop them all the way down it's way too much drag for take offs. - engine RPM's should be at 3,000 - throttle 18lbs boost (max) - make sure you aren't pushing on the 'brakes' lever on the stick. There is a single brake lever (no toe brakes), and it can send the braking power to individual wheel if you combine it with the rudder input (differential braking). Check the bindings, as always with WW2 birds the brake axis bindings need to be inverted. 2) yes, you can either assign joystick buttons, or by default it's number 8 on the keyboard (selects the left engine), 9 (selects the right engine), and 0 to select both engines. If you select both engines (via 0), then you can control both engines using a single throttle and single rpm axis.
  7. buffeting vibrations are implemented in the telemetry. Bass shakers with Simshaker software will give you the very thing you're talking about. Add an FFB joystick and now you got them under your butt and in your hand.
  8. I think checking the veracity of the DCS manual is a tedious affair. "throttle fully opens at 40 degrees of the throttle giving room for further automatic control" <-- I don't quite understand what they mean by the bold part exactly, but I assume that the MBG 'komputer' in normal mode takes over the throttle flap/manifold/fuel mix/RPM regulation after you advance the throttle lever 40 degrees forward. Meaning you can still move the throttle further past 40 degrees to get the higher engine performance, but all linkage/throttle flaps/fuel mix/rpm is under control of the mechanical MBG device. In Manual mode (emergency lever pulled) the MBG automation does not work, hence you have a direct control of the throttle flap (?) mechanism (up to 90 degree of throttle lever position). Since throttle/RPM are linked together (in auto or manual mode), the operation of the engine in manual mode does not seem any more different than in auto mode, except for the part that with MBG in manual mode there's no pressurized oil (which oil and why it has to be pressurized I have no idea) that leads to the premature engine's death if you run it past 1.55ata and 2700 RPM for longer that 1-3 minutes. Since MBG (or Kommandogerät in A8) controls the fuel mixture as well, I wonder if with MBG in manual the fuel mix is set to some static super lean mode that it creates detonation in the engine if it goes past 1.55ata/2700 rpm causing the death of the engine. But of course I can be totally off with my analysis.
  9. something is definitely modeled, if you pull the lever and firewall the throttle the engine will die in about 1-2 minutes...
  10. the engine catches on almost at the very end of the inertial starter operation. Like @BuzzLine mentioned above make sure you are pulling the starter handle for the whole duration of the prop spin. - request the inertial starter from ground crew - turn on the electrics / magnetos - move fuel pump handle to P2 - prime it 5-6 times - flip the starter cover - once the crew yells "ready" pull the starter and keep pulling it, the prop will slow down and when it's almost at the point of "no way it's gonna start" and it's about to stop it will finally catch on.
  11. I tried flying K4 using my VKB gun fighter pro and it was a very unpleasant experience with 100% fuel, it gets a bit better with 50% fuel but still very annoying to keep forward pressure on the stick at all times. Not for bragging purposes, but getting an FFB joystick 'solved' this inaccuracy. With RHINO base I can use the 'hardware trim' function to over-ride the center and move the stick spring center forward... so there's a solution, but it's expensive ($800) and the wait time is .. forever.. (1 year).
  12. are you truly suggesting that DCS's bad performance in VR is the fault of HTC, HP, Varjo, Meta, etc?
  13. also, one thing to take into consideration is in reality, during the ww2, the airfields or any critical object was protected by multiple of tens or even hundreds of heavy/light flack batteries. Imagine you approach an airfield and there's 50 or 60 of these light flack guns opening up on you trying to shoot you down. And in DCS a max of 3 of 4 of them needed to deliver the same efficacy of the AA. the above is for a single AC survivability only. Obviously, if you have a group of fighters attacking an af the chance of you getting hit is much lower due to the 'distraction' factor. Nevertheless we are talking about the aimbot issue here, not DCS tactics.
  14. the simple answer is ground AI fire in DCS is aimbot. The game always knows the speed of your aircraft and can calculate an arching shot in milliseconds. The same calculation mechanic is used by ALL units on the ground, be it a soldier on foot with a submachine gun, half-track, light flak, heavy flack, bmp, etc etc. So we end up with this mind boggling ridiculousness and ED has no interest in fixing it. The only more or less safe approach to the ground AI units I found to be 'purposing'. I.e. you need to continuously pump your stick aft/forward so your AC is approaching in a 'wave' like formation. It reduces the chance of being hit in the face by .50cal, 20mm, 40mm, and heavy flack by approximately 50-60%. It's idiotic. But hey, there's nothing else we can do.
  15. try increasing your Gamma to 2.0 in graphics options, yours may be set too low...
  16. the problem with all sims is that the notion of "realism" or "authenticity" isn't standardized in any logical sense, specifically for the outlier capabilities. Sort of like in the movies when a certain scene/dialog breaks your suspension of disbelief and ruins the story. This 'challenge' is very subjective. When one person makes a statement contradicting the suspension of disbelief of another person the resulting dialog is rather negative, especially when the first person says "well, if it were YOUR way then it'd ruin it for ME!". With the PC sims, unlike in the movies, the possibility of 'options' allows to resolve these subjective conflicts, however it requires a concession from both sides. Firstly, the use of the option is not required, just like the auto-rudder feature that exists for ALL Aircraft in DCS, however it creates absolutely zero friction in the realm of the 'realism' fanatics. Yet, this feature allows for a wider audience to enjoy the product. Secondly, the optional feature shouldn't give you an upper hand over another user, however even here you need to be prepared for a discussion/dialog and possibly a concession (something like when player 1 says "i don't use Assists" hence anyone using any assists is cheating, however when you look at the specific option feature you need to really understand why it's there and don't just bundle them up into a fuzzball). But because all of the above requires thinking and analysis the usual and easy go-to method for these discussions is "you're wrong and I'm right, gtfo!"
  17. people want to fly military missions with it and actually be successful. Your moaning about our moaning doesn't really help with anything either.
  18. my Mosquito has been parked for a good while now. It's pointless to fly any AG missions with it on any MP server due to the AI ground fire aimbot. It's a shame really.
  19. oh, that would be super lovely! either have the trains/convoys as missions spawns (requests via f10), or just some random spawns every 20-30 minutes. People love hitting such targets, I know I do!! cheers, @GR00VYJERRY !
  20. great, vid, @GR00VYJERRY ! I'm glad the track file was useful and you were able to stitch up this great footage! I have a question, maybe sort of a request: are you going to keep running the current Normandy map as it is or there are some changes in the working? I noticed we had a lot more engagements (air and ground) when the contest area was smaller. So i wonder if you could split the current map into 2 missions: West (as you had it pre N2) and East (near Paris, etc). In the current mission, it seems to me, the eastern zone usually stays quiet and there's barely any engagement there, so it's rare when I see people flying there. It's just some feedback, keep on doing what you're doing. I love your server!
  21. shh, we don't talk about corsair here...
  22. if you're coming from IL2 (since you mentioned %) then there are no engine timers in DCS, there's a full thermodynamic simulation of cooling and mechanical systems in each engine. With P47: - don't go above 52" of manifold pressure. You can occasionally overboost for 5-10 seconds, but make sure you bring that MP down to below 52". It doesn't matter whether you're using Throttle only, or Throttle+Turbo linked. - if you need more power and must go above 52" you need to turn the water injection on. At which point the engine can boost up to 64" MP for 10-15 minutes. 64"is the max on water, if you go above it the engine will start to degrade very quickly (30-50 seconds) due to rising temperature and other factors. - the Max MP in either of above cases is best achieved with the RPM set to 2550/2600 (continuous max) or 2700 (military max 15mins). Anything above 2700 will kill the engine within 30-60 seconds. - there are additional detrimental cases such as pushing 52 or 64" MP with much lower RPM (2000-2400) at which point the engine starts to experience detonation and will die within 1-10 minutes. - make sure the Oil temperature is always in the green, using the oil cooler shutters. If they are fully open and the oil temp is climbing into red zone then lower MP and RPM's, or the engine will die in 1-5 minutes. - forget about all % settings/read outs, they don't really serve as good indicators of the engine's health. Watch the gauges and remember the above mentioned limits, that's where it's at. It's not an easy bird to dogfight with due to all the lever action / gauge watching
  23. now imagine how ridiculous it is to do AG missions in a WWII bird. The ground aimbot of ANY asset with a gun (including infantry) is such a downer it spoils basic enjoyment of this simulator.
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