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Skewgear

ED Beta Testers
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Everything posted by Skewgear

  1. 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.
  2. 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.
  3. Nicely done with the tracks. This is a persistent problem we have with the Project Overlord bomber raids.
  4. Depends what you're looking for. Bombers? Fighters? Sweeps, ground attack...? For bombers, you can't beat the 416th BG archive. https://416th.com/missions/combat_missions.html
  5. Skewgear

    MK9 Tail

    The bigger rudder is a later build standard for the Mk IX. Our LF IXc is modelled on an early production airframe, late 1942 or early 1943.
  6. Nice windup attempt, not very subtle As for the active rudder, see how much rudder input is needed in the actual aircraft from 2 mins onwards in this video. There's also an overhead drone video of a Spitfire landing that I can't find which clearly shows how much rapid rudder input is needed.
  7. In the RAF at least aircraft were issued to squadrons, not individuals, and pilots were assigned to airframes on the basis of what was serviceable at a given moment. Wing Commanders (Flying) could personalise their mounts but these were still unit aircraft that could be pressed into service by any pilot if need be. The idea that individual RAF pilots could personalise their gun harmonisation on demand is a fiction created by combat sim games where every player can do that. (I've no idea what other air forces did but I think the US was broadly similar) At squadron level guns were harmonised in accordance with command instructions to armourers, although it seems individual sqn ldrs were quite up for experimenting with those settings. I suppose nobody would know about unofficial deviations except the pilots and sqn armourers.
  8. Some more shipping options would be nice. Seine barges of suitably shallow draft for the river. A civilian tramp steamer generic enough for any side to use and bundled with a few liveries for convoy use. Both WW2 maps have great potential for anti shipping / shipping cover missions but there isn't much to play with, literally.
  9. RADIO CHANNEL SPLIT TRIAL Since its inception Project Overlord has always used one single SRS channel for all radio comms. After player feedback over the last few months we're going to trial splitting it into two separate channels for airfield calls and combat (main guard) calls. Some players say airfield comms interfere with critical combat calls, and vice versa. The trial will take place this weekend (15th & 16th April). All radio calls to do with airfield movements (taxiing, takeoff, landings, circuits) will take place on a separate channel from combat calls (querying bogeys, calling break if someone's being bounced, formation comms on the way to ground targets etc) ALLIES: Channel A is for Airfield Channel B is for Battle AXIS: Channel II is for Airfield Channel triangle (III) is for Battle comms We will observe this weekend's trial and use the results, along with your feedback, to help decide whether to make this a permanent change.
  10. Early night fighters in DCS would be fantastic. Dual crew aircraft with GCI or on-board primitive radar sets would be a unique product in flight simulation.
  11. The starter and boost button covers are spring loaded to stay closed. When you open them their weight helps pull them shut again. Same with the flap and gear lever locks. If you can't grasp that by looking at them in the game and watching the animation, you shouldn't be complaining about lack of realism.
  12. Not sure they were fixed as much as temporarily worked around with Miss Shilling's Orifice. Here's the master of all things Merlin writing about carb development and operation at detail and length, complete with Merlin carb diagrams. https://www.calum-douglas.com/article-1-rolls-royce-merlin-carburettor-development/ What I take from that is our Mosquito should be susceptible to rich/negative G cut-outs under sustained -G, bearing in mind the fuel flow restrictor was not a complete cure for the problem. That only happened with the 60-series Merlins and their Bendix-Stromberg pressure carbs (which is why our Spitfire doesn't cut out under negative G). The other point of note is carb icing should definitely affect our Mosquito with its Merlin 24/25 engines and their SU AVT40 carbs, at least until the engine oil temp is up within minimum operating limits.
  13. Welcome new players, especially Il-2 refugees. You may find our website page on SRS is helpful: https://projectoverlord.co.uk/how-to-use-srs-for-radio-comms-on-project-overlord/ As is our Mission Information page, which also contains the map MrExplosion posted above: https://projectoverlord.co.uk/mission-info/ And last but least, player statistics. Work is under way to enhance these. https://projectoverlord.co.uk/stats/ Oh, and the PO development blog for fellow history buffs. https://projectoverlord.co.uk/blog/ Enjoy!
  14. Doesn't matter. A little aft stick is necessary to get airborne anyway. When you're actually taking off you're focused outside the cockpit, not gazing at the stick! When you raise the nose, the gyroscopic forces from the prop will induce a swing to the left. You need to anticipate and counter this with appropriate right rudder input at the same time as you bring the nose up. Not a boot full but a gentle press and hold, varying the pressure as required to keep tracking straight down the runway. Takes some practice to master it. Nah, that's what the trimmers are for. Don't forget to swap fuel tanks every 5-10 minutes and retrim as required, else you end up flying one wing low and wondering what's going on.
  15. Not at the moment. There are limited opportunities to control static flak guns at some airfields but it's not really true Combined Arms. Right now we've slowed development until the timeline for Normandy 2's release becomes clear. No point putting together lots of new features that we'll have to rebuild anyway on a new map. But when Normandy 2 is released we're planning to look at ways of using Combined Arms' JTAC features for player-directed airstrikes. Human controllers guiding human pilots into precision strikes on the enemy front lines. What we'll probably do is use one of regular One Life missions (our one-off series of historical missions, e.g. bomber escorts or air support for major set-piece ground battles) to trial this later in the year. Incidentally, if you're interested in the One Life missions or the One Life campaign that's currently running do join the 4YA Discord to find out more. https://discord.gg/4ya We actively encourage text chat too! The server rule is pilots must use either SRS or text chat (or both). There are quite a lot of active and regular pilots whose spoken English is not very good but who can write quick text messages to their team. (hello Jäger squadron!)
  16. I too have a dream. In that dream, people who say things like "I don't like your server, you should scrap your unique formula and copy My Favourite Server" simply go away, and never bother us again. I hope you will share my dream, and play your starring role in it.
  17. Those Israeli liveries look great, really eye-catching. Especially the yellow one, reminds me of the original prototype yellow scheme. Some Canadian liveries would be cool to see given how many FB.26s (basically the Mk.VI but built in Canada at Downview) were made. And of course some 2TAF schemes to represent the European war where the Mosquito distinguished itself, but part of the joy of aviation is learning about the wide and sometimes very obscure variety of places that aircraft ended up in.
  18. Looks like missing textures. Might be cured by running a repair of your DCS install.
  19. Glad to hear you're enjoying it. Most of the mission information is on the website (see my sig block) and in the in-game briefing (default keybind LCtrl+B to view). The F10 map has all the ground targets marked, either as small areas or general locations for search-and-destroy objectives. Some missions have moving ground convoys that you need to find, ID and attack. Others have random convoys with their rough location given in the briefings. But performance is always a consideration, so we can't blanket the map in units - although with multithreading expected later this year we hope that'll give us more overhead to expand the number and type of units in each mission. AI does indeed fly when server population is low. There are also AI bomber raids and the occasional ground strike too. Maps... see the website, under the mission info page you'll find a downloadable JPG of the map marked up with common server slang terms for various locations. Flight planning isn't the easiest, admittedly, but that's a general DCS thing. There is also a historically accurate map as used by the actual WW2 pilots linked further back in this thread.
  20. Bring the revs back for cruise. You'll find that improves the situation as lower revs alters the achievable boost for a given throttle setting. The aircraft wasn't designed to be flown at 3000rpm all the rime.
  21. Think of the big red lever next to the Spitfire IX's throttle as another on/off switch. There is no "rich" or "lean" setting as such. Forward = engine will run, aft = engine will not run. Technically it is called the "carburettor cut off". As grafspee says, you prime the engine before starting because it needs a fuel-air mixture to burn. When the engine is stopped, the parts that produce this mixture won't do so in the correct proportions. Hence we have a manual primer pump. When the carb cutoff lever is forward, fuel can flow from the carburettor into the cylinders. If the lever is forward when you press the starter button, this results in the cylinder being flooded with fuel from the carb. In DCS you see yellow flames coming from the exhuasts as unburnt fuel is pumped out and ignites: you have flooded the engine with too much fuel for it to start and run. The Ki-gass primer pump squirts a fuel-air mixture into the cylinders via the induction system (basically, the fuel delivery lines downstream of the carb). Befire starting the engine you also need to prime the carb with fuel by pressurising the fuel system upstream of it with either the electric pump or the wobble pump. This is why you start the Spitfire and P-51 with the carb cut-off closed until the engine coughs and splutters. That initial coughing is the engine burning the fuel you squirted in from the primer pump: turning on (pushing forward) the carb cutoff at that point gives the engine a steady supply of fuel and air. (In reality you're meant to keep pumping the primer after opening the carb cutoff, until the engine catches and runs steadily. This is not modelled in DCS) The Spitfire LF.IX's engine, the Merlin 66, (and the P-51's almost identical V-1650-7) is fitted with a carb that automatically selects the right fuel-air mixture for whatever throttle (boost) setting the pilot has picked. On earlier Merlins the carb did not do this, so the pilot had to select rich or lean as necessary. The lever used to do this in early Spitfires was the same one we use in the Spitfire IX to turn on or off the carb fuel supply. In those earlier Spitfires there was a separate cutoff control, a ring pull on the right hand side of the instrument panel. The Merlin 66 runs lean up to +7lbs boost and rich over that figure - in game you'll see this as the boost setting being very sensitive to throttle movements until increased past +7lbs.
  22. A smoke bomb would be most excellent, as would the flare pistol.
  23. Have you checked your stick is registering as properly centred when neutral? Full nose down trim should bury you into the ground in no time.
  24. How are you warming up before you get bored and set 2000rpm? Starting at inch-cracked for ~800rpm until oil pressure drops below 120psi, then opening up to 1200rpm gives me the right Ts and Ps after 5 minutes or so. Don't forget the power checks (throttle up to 0lbs boost, exercise the prop through its range twice, check mag drop, 30s with supercharger test button pushed) - normally after completing all of that I'm at 40C oil temp and good to go.
  25. A Happy New Year from the 4YA Project Overlord team! Here's a little look at what we'll be working on in 2023: https://projectoverlord.co.uk/blog/2023/01/01/happy-new-year-from-the-project-overlord-team/
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