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Doughguy

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Everything posted by Doughguy

  1. The ram air usually takes effect rather up high to be noticable. eg if you approach the 2nd supercharger stage our around 30k feet. if you go full speed on rpm and mp, the mp will never reach the red mark when approaching above stages. youll notice the mp will degrade with height. if you wiggle ram air back and forth youll notice that it does have an effect on the mp. this ghetto fix still might not work with keybuttons. i use the virtual levers.
  2. Be advised that the vanilla lua was updated so you can use the an/ara homing radio and the detrola. overwriting the lua will render these unusable.
  3. Its nice to see the pony got some new features working like the homing radar etc... but the carb controls still not being fixed...
  4. Fixes.....
  5. its seriously embarassing ed is not able or willing to fix this....
  6. reflections are costly performancewise. cant check if theres a slider or so for reflections in the options but usually cranking up the settings does the trick. at the expense of performance of course.
  7. hmm yeah i thought of something like that. so its a limitation of the sight then. havent thought about barrel ovetheating but that might explain it. tho i dont spray the targets hmm. the propwash does exactly that when im at convergance distance. pretty annoying when you pursue a bogey for few mins and creep up on his six and just as you are in shooting range your plane gets all shaken up and throws off your aim. an adjustable convergence distance would be nice in that respect.
  8. not sure how dcs does calculate reflections but the if theyre 3d based reflection it would mean that the polygons covering the instrument board only face outwards and there are non on the inside. whilest technically correct it would cause shown odd reflections. if dcs uses cubemaps for reflections the baked cube map is wrong.
  9. correct convergence is 1100 ft according to manual. what i kinda still have difficulties with is aiming /fireing on the target in tight turnfights. shallow turns etc no problem. but once the enemy pulls hard the sight kind of gets useless even tho the pipper is deadcenter. kinda odd. my wingspan is set to 32ish feet (outer left part of the slider touching the 35 mark) and distance 1100 ft. if i have the the fighter in front of me and im .2 nm away (tags activated) its all ligned up neatly and a 1-2 sec burst will bring the jerry down instantly. not so in tighter turns even if i fly with the same setting and same distance etc.. it just falls short by about half a plane length even if fire on it with the pipper dead center how its supposed to be. so i still have to add a bit of lead or wait for a more suited chance. also does anyone notice that the sight or so can get whack after some time? after a few fights in a session ive sometimes experienced that the bullets basically hit nothing. im on the guys six and sight set up as above. from 0.2nm distance (that are roughly 1100ft away) i open fire but the thing simply doesnt hit anything anymore. not sure what is happening there and if thats supposed to be like this. maybe it got to do with the propwash that is quite noticable if you get closer than 1100ft to a plane infront of you in straight pursuit?
  10. gonna suck big time if you only have a joystick.... and pretty crappy if you play online and start in the air. on the ground yeah well fine.. one can hassle with assigning axis and modifiers on the fly... but whats the point of that... its not a trait of the stang... its a known bug that spoils alot.
  11. yup. and if the modded lua doesnt make it past the integrity check no wonder no one flies the mustang online... its not competative as its bugged.. the stang does have a slight edge over the k4 in level speed or turnfights if flown fast. but hows that gonna work if its crippled by default... in regards of the oil cooler. i open them mainly if i know im about to engage in excessive turnfights or down on the deck. the drag is neglegible in a turnfight. its a mere 2 -3 knots really. more noticable if you want to run....
  12. is this in the beta? i have ww2 assets pack and am on stable but cant find the c47?
  13. you cant please everyone. if you get a gustav others would moan about xyz.... irs been discussed to death really.. and im not on here for too long... the k4 is a late war powerhorse... but it does have its quirks and thus not unbeatable... in 90% of the time its how you fly against it. to come full circle, op said developement happens in increments. that is correct. and most planes of each timeframe (ww2 timeframes bein rather narrow) have similiar performance but usually exceed at only one. its same today... you cant have an allrounder. people simply dont get it. its the same with the mustang.. boohoo it cant fight the k9 boohhoo. yes you can youre just doing it wrong. same with the spit. use its advantages to press the k4 into your fighting corner and not vice versa. it wont be an easy fight yes but thats how you get better anyway.
  14. Sorry thats just an obvious contradiction... you make a correct statement and then negate it in the next sentence. But he didnt. And then there was the P51H and other variants and Planes like F8 in the pipeline. ED can do what they want. Thats how it is. The Spit can be paired with the A8. Dora, K4, Mustang and 47 are rather late war models, whereas there were enough antons flying as cannonfodder iirc. It is not off.
  15. that topic has been done to death on the last few pages. to be blunt it gives more power. especially in greater heights. one reason people complain the mustang is crap because this is not fixed. theres a .lua fix on around here. works like a charm.
  16. i usually set up a simple mission. have a flight of mustangs vs a flight of 109 or 190s. i mix up things by setting up heading and height to an advantage and disadvantage etc. keep in mind the mustang is a high altitude escort fighter. itll perform best in 18k ft plus. below 7k ft the germans especially the 109 will tear you apart. good way to test things and try stuff out.
  17. i use auto cooling aswell. only down low i tend to open it manuall. especially if i engage in some turn fights as youve stated: down low and slow at around 200mph the temp easily hits the red mark. hence rather disengage and fly rather larger circles to let the engine cool or quick turns and straight flight. the temp wont rise abruptly but gradually. more if you fly 10+ mins in tight turns on the deck. yes the performance in high alts over the germans is very close but the stang has the edge there as far as ive experienced. yes you can only do wide circles at slow speed up there but thats really all it takes. the anton and dora cant really keep up with your turns. the dora is slightly slower than you. k4 is close in both aspects but can be outrun. no need to worry about cooling up there. i leave the coolant flaps on auto. @m1combat no hard feelings there. the stangs getting too much beating around here for my taste. but thats just my opinion. but since you and i for sure arent vets i cant comment other what i read/hear/see. otherwise its guessing or simply having opinions. the spit and pony might have the same or at least similar engine but what about the rest? theres more to the system than just the engine. more over, the spit had its own quirks etc and the yanks surly had their fair share of do's n donts before engaging combat. also keep in mind that not every pilot actually had the chance to go full speed in the stang and engage in dogfights especially in the later stages of war when opposition was rather meak. but as i said im no ww2 pilot and cant say nothing about the authenticity. i can only go by what vets say and that is that the stang had aforementioned problems. if that was known, and it was for sure, then tactics and schooling included this... after all you dont have continues in rl... so you are less prone to doing stupid things in your plane.
  18. US gunnery school used chalk rounds on 50 cals. forerunners of todays simmunition.
  19. it was tho. listen to or read some accounts of mustang veterans. if you screw the cooling in any way, eg overheating or damage, youre out. same veterans also comment that the mustang wasnt a good climber. but i guess veterans are wrong eh.... if i fight with the stang the way it was intended i havent really got much trouble with the axis fighters unless i do something stupid... e.g. climb contest or turn fight going up at low speeds with an axis fighter. if you cross that out of your equasion you rule out half of your probs in the stang. each plane has its quirks. keep that in mind. the mustang was no miracle plane. stay high. always. supercharger lamp indicates your playground area. stay above your enemy at any height regardless. do not engage in extended climbs, make wide circles while shallow climbing instead. this way you can catch the oppo loosing momentum on its peak on the climb back after your turn or you dive down onto him if he runs for the deck. if you fight above 20k you can out run and out turn the axis fighters. so if one is hanging on your ass extend in a straight line. dont climb dont dive. if hes to close make sure you have enough speed and turn into him with high g turns and extend eventually give it a burst on head on. even from far away to plow the road. one rule of dicta boelcke. up high the axis fighters arent as manouverable at given speeds. use that. watch your cooling temp. down on the deck or generally below 7k ft its where the axis fighters rule. open your oil and coolant flaps. the axis fighters will turn alot at low speed. if you engage in a deck dog fight make sure to pull up a bit when in a turn. youll most likely never place a good hit with the stang if in a high g turn with a 109 or 190. but if you add a shallow climb instead you can dive down on him or circle and wait for a better shot. think of it as a flat yo yo motion. feel free to correct me since im flying only since september and its been a steep learning curve but once i started to fly the stang with its quirks in the back of my head i generally had much less problems. especially with the engine. and ive been running it on full power (cept wep) more than 15 mins on many occassions.
  20. i got no real probs with bouncing aswell unless i screw up the approach an descend too fast. but i stick to the manual really. i pass the runway with about 200 mph and 1k ft. rpm set to full, coolers all wide open and flaps down gradually and full down when on final approach. on turn onto runway im at about 150 mph lower gear. at this point im about 400 ft high and keep a steady 120 130 mph. aiming for the center of the first third of the runway. the right before touch down pull back the stick gently to flare out. the height indicator isnt really good at that height so it takes a bit of experience to judge that. if you hit the sweet spot itll touch down gently. if you flare bit to high youll bounce a tad but thats no big deal? only if you flare out too high youll stall and land like a piano and break wheels. but yeah practice practice practice.... same applies for the 2 wheel landings. you gotta get a feel for them. i regularly do some training flights where i make like 5 or 6 starts landings and taxiing sessions. if you dont train and lack experience you cant blame others....but its the most easy part.... yes... with other games this might be easier.... but bear in mind how.old they are and tech advances. ive been playing ms cfs 1 2 and 3 and those are nothing compared to dcs. also if you got real stick time flying a sim is a completally different matter. you cant feel the plane and the inputs are totally different in that respect. you basically have to re learn flying. even if youd fly the same plane in rl and dcs. watch the video of erich brunotte. same thing. the fm was right the joystick was the problem.
  21. well thats all good with me. hard to keep track of whats coming and whats not. just raised some eyebrows as it sounded like cherry picking on what to have and what not in a "historical accurate timeframe" for one of these birds. personally i can hold my own against the k4 in the mustang as most simply fly it the wrong way to be blunt. but as its been rightfully acknowledged the late war mustang uses early war ammo belts.. hence wrong as noted in this thread. gotta take everything in account then. guess bit of miscommunication causing grief here and there.
  22. its unusual that your engine would die if you spawn in mid air if you do not make any adjustments and just fly straight level. the system starts with a default setting and takes a few seconds to read your inputs (eg throttle axis etc) and adjust to these unless you make adjustments on your own. make a quick editor mission for simple flight, check, and save a track so we can see. anything else is pure guessing.
  23. boom and zoom aswell as turnfighting is relative in most fighters. with the mustang its the height and speed that dictates how to fight. up high the stang can outrun and out manouver all axis fighters down low not so much. it can turn well. at high speeds itll outmanouver the k4 but it has problems at low speeds. thats what ive observed at least. the pony is more stable in high speed flight. in low speeds its rather prone to tumbling and weasling around. so gotta apply flaps a bit. but that drains your energy. flying high and fast is rather a cake walk. imagine flying the stang as driving a big fat cadilac. you dont throw yourself into turns but rather go smooth left and right shallow yoyo and then run over the granny that happens to cross your path. similar is my tactic against ai up high. loiter around and turn into a fighter in a shallow dive. if he turns hard disengage and climb to your original height and observe. if hes doing a flat turn or opportunity is good in general descend on him. ai often starts to spiral downward as a defensive manouver and then climb back to stall you out. watch your height. stay in lagg pursuit above him. if you get too low pull up gain speed and the descend again if possible. imagine the ai doing steep yoyos whilest youre doing very flat ones to stay on height. often the ai just continues its yoyo manouver and turns up on your 12 o clock on its stall point or you have a little bit of climbing to do but not so much that youd stall out. ive not really managed to figure out good defensive manouvers on the deck. up high is rather easy as the axis fighters can be shaken of by either some simple turning and extending fast or some high speed g turns turning into them. but down on the deck... different story. you cant out run the d9 and k4. and all 3 axis fighters climb and turn as hell below 7k ft. so either you get shot up in a turn or whilest running away. and if its a 1on1 situation youre toast in most cases. especially when flying against more skilled ai. the stall/hammerhead manouver is kinda risky. engine is cooked way too fast in the stang. sort of last resort but if it fails... well... youre as good as dead. ive managed to survive a few turns agains a k4 on the deck but if hes close and you rarely managed to turn into him and extend quickly and climb..... the mustang isnt the best climber and if youre at 1k ft and your playground is above 18k..... thats a lot manouvering to do... so yeah id be most interested in defensive manouvers in the stang. you cant stay up high all the time and inevetabely you have to descend at a point. mustang pilots also strafed airfields during ww2. and they certainly didnt snipe 109s from 20k ft. granted you have your wingmen and that helps alot. if they are around.... so saying "dont be in the defensive in the first place" doesnt cut it for me.
  24. yes the main problem is the ai. if you pepper one of the axis fighters they often disengage and run away. quite often they make a belly landing. a human player might have more problems handling a damaged plane but ai is somewhat skynet driven lol. but it was stated enough that the ai used a simplified flight model. they only eject if they receive a catastrophic failure but not because of some holes in the wings. and only if you get the aircraft destroyed message its really done even if the plane is damaged as hell but somehow limps around. hence people think its still in combat worthy condition. and as nineline said, the damage textures arent a representative display of actual damage. ever wondered why damage looks the same after some pot shots? ive experienced greater success engaging slightly from below. at great heights thatll make the fuel tanks burst. resulting in a huge fireball and most of the time a catastrophic fire if not just a huge fuel leak and the bogey fleeing.
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