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Everything posted by fausete
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Yes, thank you because it helps us avoid missing any bugs. It's fixed internally and the BR-250 will be available in the CLB4 pylon.
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Fixed internally, the CLB4 with BR-250 will be available in the next update.
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Sorry, I was doing some experiments with payloads that were unintentionally merged. That is the reason why the CLB4 with quad BR-250 is not available.
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Sorry, it's not bugged. I was doing some experiments with payloads that were unintentionally merged. That is also the reason why the CLB4 with quad BR-250 is not available.
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No problem, as it has been said by @IvanK, being able to hear the sound is realistic. Speaking with our SMEs, it seems that more modern helmets were able to muffle the sound.
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Oh got it, yes, that's actually a great idea. I'll speak with the other members of the team to see if we start doing this, thanks!
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Hi, First of all sorry if it was not too clear, we try to maintain a balance between length and clarity and we've been working on improving the wording, I'll pay more attention to it in the next update. So the control surface test is basically a test that pilots performed after a certain number of flights to check the electro-hydraulic flight control system, the autopilot and the automatic flaps/slats were working correctly. Basically, you deploy combat flaps, and then flip on the test switch (which is under guard in the rear left panel of the cockpit). Then a counter starts (each number corresponds to a specific failure), if the counter stops at any number, you have to write it down to know what is failing and press the button in the test panel (except at 35 and 40, in which you have to connect the AP and the ALT mode respectively). If you reach the number 88, everything is working fine. You also have to check if the flaps/slats retract. Missile masking is a situation in which the aircraft body (either fuselage or wings) is blocking the line of sight between missile and target. When that happens the amber 'locked' light of the corresponding missile flashes and launch is not possible. Harmonization time is the time that the radar missile seeker takes to syntonise the right frequency for a radar lock, you can think about it as the time it takes for the missile to lock the target, it is a few seconds. Both of these features can be dissabled in the mission editor for a more 'gamefied' experience. The automatic launch is controlled by a switch in the armament panel. Basically, when that option is selected, a radar missile will be launched as soon as the target is locked and the aircraft is within range. Yes, as dangerous as it sounds. The Magic/SW on switch is also located in the armament panel and it energises the seeker head cooling and the gyroscopes of the wingtip missiles.
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Flight Control Test Switch - What does it do?
fausete replied to Rudel_chw's topic in DCS: Mirage F1
No problem, it was actually way in development when you posted this, so I just thought your post was quite timely at the time. -
Flight Control Test Switch - What does it do?
fausete replied to Rudel_chw's topic in DCS: Mirage F1
Hi again guys... Try the switch in today's OB -
Hi! Check the new OB please
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Hi guys! As it was said before, there is no way to control the release timing in salvo mode in the CE, EE and BE. In these models, the delay is always 180 ms and the spacing is controlled through the velocity at release. The M has the option to select different timings through the MFD.
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Hello, It seems that there was a bit of a confussion regarding this. We think it probably comes from the most modern helmets muffling the sound more than the older ones. In any case, it will be possible to muffle the sound in the Special Options menu for those who find it too annoying. Hopefully this will be available in the next OB update.
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New behaviors at the edge of the speed envelope in 2.8?
fausete replied to DJBiscuit1818's topic in DCS: Mirage F1
De nada, regards to you too! -
New behaviors at the edge of the speed envelope in 2.8?
fausete replied to DJBiscuit1818's topic in DCS: Mirage F1
Hi, Most/none of this most likely no longer applies as the FM has been extensively tweaked since then, so reaching those speeds in a continuous manner is more difficult. The answer to this is basically that the aircraft was being oversped. The LIM warning light is triggered by reaching an impact temperature of more than 135 °C. However, at low altitudes, the IAS limits are exceeded by a fair amount before those temperatures are reached. The roll he's describing is the inversion of control surfaces due to deformation of the wing and the loss of thrust is the damage to the engine. -
Yeah, I think either the payload or some sort of initial input to cause the onset of the oscillation.
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Hi guys, so we think the problem only appears in the transonic regions at very low altitudes. So that's why we've found it very difficult to reproduce and why some people might never experience it, whereas for people that do a lot of low altitude, high speed flying it's much more evident.
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Hi, Can you provide a track of the situation at transonic speeds, please?
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Hi, Unless you're experiencing excessive pitch behaviour, it's working as intended. It's simply that the indicator in the cockpit and the indicator in the ctrl+enter view are not showing the same scale (as the up and down travel of the stabilator are not equal).
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Hi, The sound was turned up due to a misconception interpreting some material we had. SME caught it pretty early after release and we've corrected the volume back down.
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No problem Rudel, we ran into exactly the same behaviour when testing it and it also confused us at first
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Hi guys, If I'm not mistaken this is not an issue. There's a chance that the initial position might still be correct, or even that the error will be smaller than the accuracy of the INS. Then that is compounded with how the RNG works. Basically it will always use the same seed unless you close the game and open it again.
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It just has to be integrated carefully with the control system code for non-FFB sticks and it can be broken inadvertently when modifying other parts of the flight control code.
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Regarding the operational use: In air to ground you'd connect it from some point onwards and 'forget about it'. Air to air is a bit more complex but as a general rule you'd always connect it as soon as you think you're within weapons range.
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Flight Control Test Switch - What does it do?
fausete replied to Rudel_chw's topic in DCS: Mirage F1
Hi guys! Not functional... Yet. Keep an eye out for it in upcoming updates. -
Oh okay! I'm glad you're finding it useful
