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Doughguy

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Everything posted by Doughguy

  1. This. if aimed right, at the 1100ft convergence , a 1 - 2 second burst right up the fockes wulf will messer any schmitt. fast.
  2. Hm, i cannot observe that the diamonds move in a curve in dcs. they just slide in / out to the center dot. I understand that each diamond would move along a curve but relative to a path towards the center of the dot, however those paths dont seem to be consistent in the axis aligment if i hit google. at the highest peek of the diamonds curve, youd have a slightly skewed sightpicture but not totally shifted in axis like in my drawing. that what kinda makes me wonder what is right? That does make sense however that would mean you dont really follow the bogey would it? Cause usually youd match pitch, roll etc of the bogey in a pursuit. This might rather apply for deflection shots? but then, why design a sight for pure deflection shots? wouldnt a sight, set up for "pursuit" style shoot be more "natural"? i mean, the target breaks to the left at 50 deg, i copy that and follow. i dont fly straight and use the rudder only so i can adjust my sight picture. thats kinda counter intuitive. in both sight pictures youd have diagonal aligments but only either a vertical ( 6/12 o clock) or horizontal (3 / 9 o clock). I hope this makes it clearer. It does show that the diamond traverses on a curve but that curve (roughly) follows a path on eg 3 o clock. itll never alligned that its on the 4 o clock. And that sight picture is also show in the stangs manual. Ingame we have this tho: Same thing just tilted slightly. The odd thing is that i keep finding pictures of both sight patterns, which is rather confusing... However: Shows the dots with the 3/9 o clock allignmet. Yes i know its not the yank one, but its basically a clone as stated. The gyro is set to its shortest range (see handle indicator). now if youd set it to its max range, each dot/diamond would shift towards the center on a curve but as stated relative to a path. theyd never end up on a different alligned path tho.
  3. sorry i wasnt clear enough. what i mean is that the sight picture differs from what you see in the dcs stang vs what is shown in the manual. in your video and in the dcs stang you have the diamonds of the sightpicture on the 12 2 4 6 8 and 10 o clock position means no diamonds on 3 and 9 ( respectively shifted for the others) as shown in the mustangs manual and various other sources. see attachment. the blue indicated "diamonds" are what we have in dcs vs what is pictured in the manual. even in the target pattern picture the diamonds are placed differently ( with 2 diamonds on 3 and 9 o clock) makin it easy to dial in the wingspan. with the sight we have in dcs there is a gap on the 3 and 9 and you have to estimate or roll few degrees to be able to match the wingspan... seems inconvenient of the target is manouvering.. i wonder what is correct as adjusting wingspan with the sightpicture as shown in the manual would be far more easy and natural. if its correct the way it is then im fine but i find different sightpictures for that gyro all over the net. i do understand how to use the gyro and how to set it up.
  4. hi there, im still learning to fly the pony but came across some things that got my head boggled with its gyrosight. 1) the positioning of the diamonds seems to vary? or in other words is this correct? right now the diamonds are formed so that we do not have 2 diamonds that are alligned in horizontal manner making it rather difficult to dial in the distance on the fly and rendering the process a bit of a guess work especially if you dont have distance labels enabled. it puts me off as in the stangs manual (see page 61) and other pics on the web 2 diamonds are alligned in horizontal manner, which would be the more intuitive and more logical approach to have? especially if you follow the target you allining direction, roll etc. so what is correct ? 2) can it be that the sight gets wonky after too many acrobatics? if dialed in correcty and shooting from the correct convergence distance,even during turns, the first few engagements produce good hit results and the bogey goes down fast but i feel like after a while its getting way off? is it just me or anyone else experienced this? is this a "feature"?
  5. yes. nineline said this few time iirc. however i dont think it will change characteristics entirely. so in the end youll still have to fly the pony like now but with a bit more leeway.
  6. pitch doesnt matter as much as airspeed. yes you can climb past 60°. no probs. but you have to watch your speed. as said those old machines no matter what model cant climb at high pitches infinately no mater what model it is. and some do better than others. its a technical evolution. the stang needs the airspeed to cool its engine. if that fails (cause of stalls) the engine is fried. happens to the axis fighters aswell. just not as fast due to different construction and strange ai settings. the ai flys basically flawless in higher settings and alternative physics. is it modelled right? idk. but we gotta trust ed on that theyve modelled it along the existing data. if that fits it should be right. but then again... how do you want to model correct ultra realistic avionics of a modern jet with all the secrecy around it? you cant. its an approximation. ww2 fighters arent really shrouded by secrecy anymore, only lost/limited data available. so yeah untill the new cooling sytem is implemented you gotta play along current rules.
  7. 1) stay above 150. if youre going vertical and drop below 150mph break away and do a dive as necessary to cool off. mustang isnt really a dog fighter. its a racecar. its performes best in high altitudes and higher speeds. thats where it has the advantage. eg i have no probs with the 109 above 16k ft unless the ai is set to some absurde difficulty levels. ai levels screw around with flight characteristics. so its not the best to compare human flown mustang performance vs ai versions. as i see it most online engagements take part below 7k ft. thats where the 190 and 109 dominate anyway. you dont fight on your terms. thats where the krauts will outrun outclimb and outdive you. play on your terms. stay high. stay fast. at 20k ft even if a dora is behind you or a k4 a simple turn will force them to break of whilest you can creep on their 6. people get their target lock too often and follow to the deck. and then wonder why they get shot up. well... played yourself. if you go down go fast, aim well, fire few bursts, climb, reaquire target, and observe. 2) ok its known ai does that. its predictable. exploit that. stay high. observe. dont follow and let yourself get dragged down to the deck. ive killed enough 109s going vertical that ive caught off guard at their stallpoint just by loitering and jumping them at the right moment. sitting ducks. the stang is no miracle machine as perceived by popular media. its sure better than early ww2 fighters but no piston engine plane of ww2 could skyrocket upwards infinately w/o getting into problems at a point. this was with other "sims" aswell. most players dont really have the patience. thats whats getting them killed. was so with r/l pilots aswell. eg if youre in alt advantage with the stang and jump 109s or alike, the usual thing to counter this was for them to dive away as it does this better than the stang. if you now follow down for too long below 7k ft youre gonna have some hard time. your ego wants the kill. instead break away if at 18k ft. loiter. observe. its a test of nerves. if the 109 pilot is cool he will try to build up distance and jump you on another approach or call it a day and fight another day. if hes stupid or gets his ego take control he'll asap reengage and climb high to your playground. deprived of all his energy. and there you are. circling at 23k ft.. at 250/300 mph. engine purring. jumping at this straggling fool. also remember this is a sim not r/l. in r/l people would bail out or disengange way faster to safe their ass... you dont have to fear dire consequences in dcs... granted the dm or other systems might have kinks but one can adapt to that. also fly your plane right. im no mustang expert but its flight characteristics and performance make total sense in what it was designed for. an high alt long range escort plane.
  8. i did a 45 min combat setting flight yesterday with no probs at all except once when i killed the engine going steep vertical for too long below 150mph. gotta throttle down and break away before that and go into a dive to cool it off. i'm on the latest stable version. regular Editor settings on caucasus map. not screwed with ambient temperatures. also, height would be a facotr. the stang is a high altitude fighter. its way cooler at 24k ft than on the deck. stang performes way better above 7k ft. the dora and k4 will outrun it under 7k. not so in great heights. each plane has its quirks. thats how it is.
  9. not to stir up things but a new configured belt would mean more damage right? sure would put a nail in the endless discussion regarding that topic. however as its been stated its a late ware belt config, wouldnt it make sense to have options for hi octane fuel then? for the sake of a correct setting? dont get me wrong i'm not die hard with this, just curious.
  10. speaking of speeds n rudders. a mate of mine that is an avid aces high and 109 flyer said to set full throttle during combat constantly and do "breaks" or slowdowns respectively by manouvers eg barralrolls with applied rudder or deployed flaps. not really sure if thats the "correct" way but i certainly am overshooting alot when i flying full power all the time.
  11. Ive been easily flying in militarypower mode easily over15mins, with occasional breaks. But yeah if you push the stang into a stall and dont regulate throttle or get back into a dive to let the engine cool down itll break. But thats been like that for a while now? Cant see anything changed. RAM Air still hast to be fixed manually.
  12. After some AI Battles with the 3 axis fighters ive observed the following A8 relatively easy, unless jumped by it. easy to out turn / out run. wouldnt engage in an endless vertical fight in which AI seems to engage a lot. use 10 deg flaps not to over shoot and fly tighter corners, if needed. try to stay above 7000ft, as the a8 can climb better to about this height. D8. Similar to A8.Climbs and dives better. keep the fight above 16k ft. Better 20k+ still can be outrun. K4. Sucker. Stay fast stay high. It seems to me the K4 isnt as good as the mustung in great heights. 20k+ and above. can be outturned and out runned with WEP. Wouldnt engage below 15k ft unless you haves speed/alt advantage and can jump it. thing will simply turn on a dime and blow you to pieces. Dont let yourself drag down below 7k ft. AI regularly does this. Spirals down and then enters a yoyo frency, or engages a curve fight to drain your energy and then just you have it in your pipper itll climb. Dont follow into a spiral below 16k ft unless you can jump it. after that disengange gain alt circle and observe. Unless its the A8 id always enter a circle fight from above and yoyo up and down. fire on the down pass and disengange going up. at a certain point it will drained its energy and you can sit on its six and easily pump it with lead. Managed to out run it with WEP level flight. Generally if the distance to each of these isnt great they can be followed into a short climb to fire 1- 2 aimed bursts and then disengage and fall off into a dive with throttle set back and few seconds of flight to let the engine cool. Better to run and relocate the opponent if sight is lost, and reengage if engine has cooled down. What occured to me quite often in higher alts are engine explosions with the german fighters. guess due to fuel pressure. one gets a huge fireball flash after 1-2 bursts and the kraut goes down/disengages rapidly. agree/disagree/thoghts/suggestions?
  13. Excuse my ignorance, but how does one set up the ai to fly straight forward w/o flinching?
  14. as i come from the 3d games industry background i did enjoy this quite aswell. not much thinking. just let the mind wander... very bob ross-esque. however in the last project ive worked on we used substance Designer which sped up the texturing process dramatically. youd of course had to map it. but once youve done it a material mask had to be made. there arent that many different "vanilla" materials on a plane. SD then detected that mask and generated seamless procedural textures for each part of the mask. you then proceeded to add grime dirt etc by basically projecting images of dirt etc to according areas eg exhausts etc. you could even simulate fluid leaks etc and that all live on a 3d model. no worries about uv seams. very powerful tool.
  15. quite a heated debate all over the forum. in the p51 one sub forum there's the same topic but it's the 50cal thats underpowered. i made some tracks there. seriously, one well aimed 1 sec burst into the 109 and that thing goes down in flames. bear in mind that dead center on its 6 theres and armour plate protecting pilot etc. if you creep up from below or above and shoot from the brownings convergence point of 1100 feet into the engine itll do enough damage so the 109 or 190 catch fire etc. and the pilot will disengengage or at least fuck off low an try to land. satisfactory enough. even for the boys back then. one threat less. and usually smoking and going down was a kill aswell. not just exploding planes etc.. not been able to sheer off wings or other parts yet let alone make a fighter explode in mid air. but that is something happening pretty rarely anyway to my knowledge. but of course if you pepper the enemy all over the place it wont go down as fast. broad light/minor damage vs heavy concentrated damage. now if aiming was that easy and guys just would hold still... *shakesfistsandmakesanoopynoises* i recall one stang pilot mock the german cannon rounds in an interview. saying unless it hit you dead center the exploding round wouldnt do much damage and just punch tiny holes on the stangs skin.
  16. Alright, made a few quick sorties today. Excuse my crap flying and marksmanship skills, i´m still learning. After revisiting my wingspan/distance settings i´ve set up the wingspan for the d9 to approx 34 ft and on the k4 approx 32 feet. Distance set to 1100 feet when at 0.2 nm and 600 feet when at 0.1nm and below. When i engange at 0.2nm with piper dead center and give a good 1 sec burst the results are quite fatal imho? Either the engine gets busted or the pilot dies, depending on angle etc. All with a few places bursts. But if i aim crap and pepper the plane..... well.. it keeps flying unsurprisingly? So the k4 and d9 arent invicible if dialed in right placed a well shot. But hollywoodesque "thinggoesboom" stuff wont happen as much unless you hit something "delicate". Not sure if ED has modeled that but ive seen youtube videos where guys managed to shoot of 109/190´s wings. Is there a way to force the ai play dumb and fly straight w/o engaging? damagetest_d9_1.trk damagetest_d9_2.trk damagetest_k4_1.trk damagetest_k4_2.trk
  17. Ive joined up not so long ago. Just two updates so far. I was just wondering if the playback tracks are of any use, as when i actually load them into the editor and watch them, its more or less something totally different from the thing ive "played"? No worries, never intended to.
  18. Ive made a few more dogfights against the 109´s and 190´s with approaches from different angles. On the first sortie ive made a quick burst into the engine of an 109 and is basically went down immediately in flames. Stroke of luck. With others bein on the six i sure do pump a bit more lead down the fuselage but i have more problems actually "hitting" . Adjusting wingspan / distance etc is bit tough, especially doin it on the fly or whilest snaking and shaking around wildly. Sight is set to "10" for distance (guess its 1000 feet, like the p51s guns convergence point?) and i usually engange at about 0,3 to 0,2 NM (why nautical miles it is?. consistency...) The first few blasts hit the fuselage pretty good. Some produce smoke some just debris. RARELY first bursts will take it down. Below 0,2 NM i´m just shredding wings, some left right rudder can give it a broadside. But they wont get down, immediately. Usually they sort of "phase" out of the fight and prepare for a belly landing. The 109 and 190 had (just like other planes) some more serious armour plating behind the cockpit... hence it wont got down quick. High speed convergence and deflections shots usually do good damage. I will try to save some tracks but if i replay these in the editor, the replay often is quite totally different.... EG me firing on a 109 with 50m vertical offset... wheres ingame ive sat on its 6.... kinda threw me off when i rewatched it. And yea, the germans can do a bit more damage. Cannons vs .50 cal.. But hey... in a fight between P-51 vs F-14 ive survived a missile blast in my then totally shredded and barely flying Mustang and shot down the Tomcat ( but crashed into it later on...)
  19. At least it was with with the TF51. On continuous flight you had the little exhaust flames and on start up a bigger one for a moment. Flames even shot out when you messed around with the start up sequence. I cant seem to reproduce this tho. Its a minor thing tho, but then again its several minor things. Carburator Handle anims, misplaced muzzle flashes and such.
  20. Cant speak for the jug as i still learn handling the mustang. but when taxiing, i simply "hang out" my head out of the cockpit and keep shifting view left or right when changing directions, with a bit of panning the view. does the trick really. dont really have to do snaking around the field, even tho its accurate. rest is practice.
  21. I can confirm that the exhaust effects dont show up. I downloaded the stableversion few weeks ago and had a spin with the trainer p-51 a first.on engine start up you get the initial flameburst when the engine comes to life and then the smaller exhaust flames when in flight. even huge flame outs when you keep the primer pushed or mess around with the start sequence. this doesnt really show up on the p-51. on the trainer version its gone since the update aswell.
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