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Everything posted by Skewgear
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It is possible to use the original GSGS 1:250k maps of Normandy for high level navigation on our Normandy 2 map. I haven't yet looked to see if the 1:100k series gives things like church spires and factories in the same location as our map - I strongly suspect not, partly because every parish church is the size of a cathedral on N2. I did briefly ponder marking up the Project Overlord supermaps with church spires and lighthouses for low level nav but it would be a vast undertaking. Unless there's a way to extract the map information into a web based viewer I think we're stuck with what we've got.
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Speaking as a regular Mosquito nav and pilot, no. This is aimed at the tedious people who constantly fly in little circles over the Caen rooftops while ignoring every single mission design feature of the Project Overlord server and then whine about being bored. I'm sure we've all experienced the chain of 8 or 9 non-SRS Mustangs and Spitfires chasing a lone 190 or 109 in that area. The typical Mosquito mission profile should involve popping up to check navigation every so often, or over cliffs or hills. That should reduce the odds of bird strikes to a realistic level. We're monitoring the implementation and will review if it's causing problems.
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[UNIT EMBLEMS] Battle of Normandy Project
Skewgear replied to SOLIDKREATE's topic in DCS: Normandy 2.0
You might find the intellectual property in all those RAF badges belongs to the Ministry of Defence, not you. -
Wake turbulence is now enabled in all missions following successful testing yesterday. Birdstrikes are also now enabled - pilots who constantly fly at treetop height may find engine failures occur, simulating a bird hitting the propeller. DCS does not display visual models of birds but calculates the probability of strikes occurring. Fly above 600ft to avoid birdstrikes. LotATC settings updated to make them more realistic to WWII for our GCIs and to use our radars' performance in a more realistic manner. Enjoy!
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Having read over this, it looks like the parts of immediate relevance (assuming the game engine is accurate and the derivations of velocity aren't needed to further validate ingame performance after the bullet leaves the muzzle) are the first and third tables in the first post. These clearly show: The DCS M2 muzzle velocity is 34m/s too slow The DCS M8 MV is 39m/s too slow M20 MV is 25m/s too slow The M8 bullet is too light by 0.017kg The M20 is 0.0014kg too heavy The 100% dispersion cone is 1.2 mils too small for the DCS bullets. Cumulatively, it seems our 50-cal guns are all firing too low because of increased bullet drop with too low MV, and that they're also grouping tighter (more accurately) than they should be.
- 18 replies
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- 50 caliber
- ballistics
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(and 1 more)
Tagged with:
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reported Gunner Issues - Accuracy and engagement problems
Skewgear replied to RafaPolit's topic in Bugs and Problems
Tagging @NineLine and @BIGNEWY for this important bug report thread that includes tracks demonstrating the reported problem. -
correct as is GM2 reflector gunsight re-harmonization
Skewgear replied to Biggs's topic in Bugs and Problems
Gun harmonisation was set up using a series of round discs on poles at precisely calibrated distances and heights. Armourers would boresight each gun using a mirror or periscope to align each with its board. See this photo of the process. https://www.iwm.org.uk/collections/item/object/205212731 I imagine the sight is checked for correct mounting to the aircraft, then sight set to the harmonisation distance, then the aircraft would be aligned so the central dot of the sight is on the topmost disc. From there each gun (and the gun camera in the wing root) would be individually zeroed to its corresponding disc. It's all straightforward trigonometry with a side helping of ballistics. Does our sight in game respond to changing the range setting? Does the dot actually move up or down with changes in that setting? If not, then in theory ED could just move the graticule upwards in the sight glass and adjust the guns' angle upwards to match. -
4K is a bad way to fly DCS WW2, frustratingly. I nipped it back to 2K (2160/1080) and you can actually see bandits again. I have a hunch ED might be working on something to do with spotting after that mod was released and blocked under integrity check the other week but that work remains to be confirmed publicly. Best thing to do on the PO server is to key up SRS and ask if anyone's looking for a wingman or flying to a specific objective. Flying together makes both of you much more survivable as you can cover each other's sixes. We have a wingman finder channel in our Discord server too.
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More than half of these assertions ... ah, do not accord with what I've seen in the sim. As there are no tracks reproducing the problems, there's not much else to say - other than please provide some.
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Tom Neil also stole - ahem, rescued - an abandoned Spitfire after a French RAF pilot dumped it somewhere in the NW of France near where Neil was acting as US liaison officer to the US IXth Air Force fighter HQ. He then had to get rid of it at the end of his posting, which proved much harder than he imagined. Excellent tale told with great detail in his book The Silver Spitfire.
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What did you do, unleash a flammenwerfer on the poor soul??
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Are you warming up the engines by paying attention to the oil pressure immediately after start? Keep it below 90-100, even if that means taking 5 minutes to very slowly and gently increase the power until you can select 1,000-1,200rpm with oil pressure remaining below 105 psi. (The engines are wrongly modelled - oil pressure shouldn't exceed 80-90 at all, but we have what we have. Oil temp of 40 degrees before selecting takeoff power will keep you safe) In flight, are you watching the radiator temps? 125 C is your maximum, I open the rads and back off the power at 110+. Yes, a wooden aeroplane is very easily damaged by cannon fire. No, the Mosquito didn't have a reputation as a flying tank like the P-47.
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I am going to take a wild guess that you were flying an Allied aircraft straight and level over Caen at low to medium level. What you describe sounds like the results of getting bounced or someone sneaking up on your low six and letting rip. The alternative is a direct hit from heavy flak. Normally the guns take a minute or so to fully zero in on target. Tacview is not installed on the PO server; the required data export was being used to cheat by some players so we disabled it. You can obtain a tacview by opening the mission track file in the DCS mission editor, enabling all views and then running the replay with tacview enabled.
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Kills made on other 4YA servers do not count towards your stats on Project Overlord. I can see you had a blast on the 4YA WW2 training server the other day but none of those will show up in stats for PO. ------------------- From earlier this month, before I forget to post it here: NEW NORMANDY 2 MISSION 6th July 1944 v5 - new airfield layout using historical Axis airfields - closer fields can be used to rearm and refuel for Axis, some have limited slots - new historical ground targets at chosen positions to focus encounters - new structures targets making use of the new map assets - trains and moving convoys as targets of opportunity - adjusted the position of all ground units and all spawns - AI fighter-bomber raids spawning at intervals to attack targets when population is low - implemented new FW-190 A8 liveries from the latest update of the mod pack. Happy flying!
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Where do these numbers come from, out of interest? You can certainly cruise at 2650rpm and more than +7lbs boost, the only reason for the pilot's notes giving +7lbs as max continuous is that's the highest boost setting before the mixture control veers rich of peak - it prolongs engine life. Your statement not to use more than +12lbs boost unless you have 3,000rpm selected is strange. That's a slightly higher rpm setting than climb power. You can push our virtual Spitfire harder than that in perfect safety provided Ts and Ps stay within limits and the virtual pilot is careful about not running too hard for too long. Just keep the revs above 2,650rpm and the boost below +10lbs or so. A new DCS player reading this might be confused into only using two thirds of the engine's maximum power output for fear of some catastrophic failure. That won't happen unless the engine is abused flat out for a prolonged period.
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I think I remember the one you mean but i can't find it either now. Someone with a detailed grasp of external ballistics and a bit too much time on his hands wrote a dissertation on here about why the 50-cal values were wrong. I wish I could find it because there were a couple of insights worth having from it, albeit on the 50-cal rather than the 109's armament. The only way to derive the values for sure is to fire original projectiles and measure them using a Doppler radar, and I don't think that's happening any time soon.
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reported Gunner Issues - Accuracy and engagement problems
Skewgear replied to RafaPolit's topic in Bugs and Problems
@NineLine bug report with multiple tracks, bomber gunners not firing at bandits. -
Personally I kinda like the original 1:100k knee board map combined with the modern satnav capability. You get to know where you are, just not too accurately. Enough of a help to new players (and, err, temporarily geographically embarrassed veterans) without having unrealistic GPS accuracy.
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Whoops, forgot to post here. We've moved the website to a new host and given it a little design refresh. It's also easier for the whole team to use. It was down for the last few days while we did the necessary work. It's still a work in progress as a lot of old content and cruft from the previous design needs stripping out by hand.
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reported Gunner Issues - Accuracy and engagement problems
Skewgear replied to RafaPolit's topic in Bugs and Problems
Nicely done with the tracks. This is a persistent problem we have with the Project Overlord bomber raids.