Jump to content

flightace37

Members
  • Posts

    116
  • Joined

  • Last visited

  1. I may have found a minor bug with both ground air supply and electrical power. I forgot to disconnect them, flew, and came back to base only to find them both still on after I shut down the engines. 1. Do a normal cold start. (I did fail to turn on oxygen before asking for ground eletrical+air supply). 2. Don't disconnect either ground air supply or electrical power. 3. Go fly and land. (There was no typical "hey what are you doing?" warning.) 4. Taxi back to parking. 5. Shut off both engines and wait for spool down. You'll still hear the air supply connected to the jet, and all electrical is still online. 6. Shut off ground air supply and electrical power via comms menu. You'll stop hearing the air supply noise, and the instruments will all power off. ------ Great module though, guys. Loving every minute of it except for the controls nightmare after update which appears to be a known issue. (I had to repair install, restart computer, and delete F-14 config files multiple times before it would finally let me bind all of my control axes.)
  2. Lol, thanks. I was about to hack the file to add those.
  3. You can't, and haven't been able to see other pilots walking around since the feature's introduction in A-10C beta.
  4. Any chance of adding a deferred lighting implementation in the future? There are a few public papers on the subject out on the web now, if people are not familiar. I'm pretty sure X-Plane is using it, and I know a few arcade games/shooters are as well. The visual effect is incredible, although you apparently lose the ability to use standard MSAA. (And most of the new AA methods blur the image way too much.) Here's one of the first Google hits on the subject: http://www.gamerendering.com/2008/11/01/deferred-lightning/ I didn't look at the links on the page myself, but I think there are a few source code examples for DirectX.
  5. Were there any changes to the A-10C flight model during the DCS World integration? I believe there has been a significant change in both roll rate and rudder behavior, and it is definitely for the better. Anyone else notice this? Were there release notes discussing it?
  6. Nice dig for formation roll work, Blaze. With regards to FM and whether or not you can perform a barrel roll in a given game: All you really need is a 3D environment where it is possible to point your nose both above and below the horizon, and you can roll through a full 360 degrees. You don't need gravity, and you don't need atmosphere. Even spacecraft can perform a barrel roll given pitch, roll, and ventral thrusters. (It could be done with a rear-facing thruster instead of ventral, but it would look pretty weird). I've never played Hawx, and probably never will. The couple of times I hopped into a BF3 jet led me to believe that you could perform a barrel roll just fine, given that you can fly a full loop. Completing the roll before you fly off the other side of the map is another matter entirely. :\
  7. I'm no expert at aerobatics, but this track should demonstrate the basic concept over the course of a few attempts. It comes down to coordinated changes and timing. It definitely helps if you pick a point far in the distance to focus on. If you can make that point stay in one place, then your aircraft will be spinning around a fixed axis, and you'll get that nice circular pattern. The problem to overcome is gravity, which manifests itself as two separate effects. The first is a change in speed, and the second is an actual physical increase and decrease in effective G. When your aircraft is at the very top of a loop, then gravity is working in your favor. It adds +1G to whatever load factor you are experiencing (G you feel in your gut). In essence, you get an entire G for free while coming over the top. When you're coming across the bottom of a loop or corkscrew, then gravity is working against you. If your load factor is 4G, you are actually only affecting the nose with 3G worth of pull. The vertical component of your effective G is a cosine function of the pitch angle of your nose. Effective Vertical G = Vertical Load Factor Component - cos(pitch angle) Thus to pull a perfect loop or corkscrew, you have to smoothly move your stick through a range of throw to maintain a specific effective G. For example, to pull a constant 3G loop, you would start your pull-up from the horizontal with 4G, relax to 3G as you pass through 90 degrees, 2G as you come inverted, 3G as you come around the back side, then 4G again at the bottom. Up until now, I've made the assumption that your aircraft is flying at constant speed, but that is by no means the case. You have to modulate effective G depending upon airspeed. You're flying slower at the top of a loop or corkscrew, and thus have to spend more time to cover the same distance. Decrease effective G accordingly. At the bottom, you're flying faster, requiring an increase in G to get that nose up quicker. (The idea is to maintain a constant turn radius and rate.) What's worse in a corkscrew is that because you must spend more time going over the top, you actually have to decrease your roll rate to compensate. The opposite is true coming around the bottom. That's the physics analysis of what's going on. Now you can all look at my embarrassing track and see the effects of gravity at work, as well as my attempts to compensate for it. BarrelRolls.trk
  8. Not in this particular mission, no. I can still delete ground vehicle objects just fine. It seems to only affect nav points. I'll post details as I learn more, later.
  9. Do you have DCS World? If not, there's no point in me making a trackfile. You won't be able to examine what I'm doing through video alone.
  10. I'll try to make a track later, unless someone beats me to it.
  11. It's a barrel roll. The handling concepts are the same as for rolling scissors BFM. To maintain it around a horizontal axis, you start with a pitch offset and begin a steady roll with positive G. The combination of the pitch and roll rate affects the angle and diameter of the "corkscrew". Use the rudder to maintain coordinated flight throughout. Experience and attention to detail lead to a prettier maneuver. Due to "God's G", you need to make adjustments to pitch/roll rates during different parts of the maneuver. You have to relax by 1G over the top and increase by 1G at the bottom or you'll end up flying an oval shape.
  12. After inserting a navigation point (Dodge) into my mission and saving the mission, I later tried to delete it by selecting it and pressing Del, as well as the Delete Object button in the GUI. No effect.
  13. I wonder if some of it might also come from the ram scoop under the prop spinner. It's small enough to produce a fairly high pitch. Fact of the matter is though, we would have to outfit a Mustang with multiple in-flight microphones to pin down where the noise is coming from.
  14. Best speed is achieved at sea level with a clean configuration (no flaps, bombs, rockets, or drop tanks) with your prop lever set to hold 2600-2700 RPM, and maximum manifold pressure. Letting the prop run at 3000 RPM saps performance for a number of reasons that I don't want to get into. Note that once engine degradation is modeled, you will not be able to maintain 61" manifold pressure for long before bad things happen!
  15. I found the section discussing the remote indicator compass in the maintenance manual, starting on page 248, and ending on page 253. Model AN5730-6. It seems the remote indicator is used primarily to avoid the detrimental effects of armor plate.
×
×
  • Create New...