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Everything posted by fausete
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Hi @Snappy, I'm the developer of the FM of the F1. The combat flaps significantly improve the sustained turn-rate at low speeds (which is easy to test). Obviously, the trade-off is less acceleration at those speeds. In general, in a dogfight in the F1 you want to stay above 400 kt, especially against the DCS F-5 and MiG-21 so ideally you wouldn't enter the combat flap zone of the envelope, but if you do and you can't extend away, then absolutely deploy combat flaps. This is my feedback as the person that looks at the data, I'll try to ask an irl pilot to give you the point of view of someone that has actually used the aircraft and has been trained on it.
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Navigation Lights + Formations Light bug Mirage F1BE
fausete replied to 303_Kermit's topic in Bugs and Problems
Hi again, I did use the BE in the tests and can't reproduce the issue in our internal build. If you encounter the issue again, could you provide a trk? Thanks -
Navigation Lights + Formations Light bug Mirage F1BE
fausete replied to 303_Kermit's topic in Bugs and Problems
Hi @303_Kermit, Cannot reproduce the bug. There is a known (and fixed internally) bug related to the starboard light not turning off after being on, maybe it's this the bug you've encountered? -
KRAP I keep burning out hot starting engine on cold start
fausete replied to DmitriKozlowsky's topic in DCS: Mirage F1
Also, make sure you don't have the throttle out of stop and the engine fuel valve open at the same time when engine is off. -
Yeah, it was not for this last update but it will come very soon.
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@grim_reaper68 no problem. Thank you for your effort in helping us improve the module!
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Fixed internally, will be available in the next update
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Hi, can you post a trk please? Preferably a short one in the Caucasus map.
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How to get AIM-9J/P/R550 missile reticle on HUD?
fausete replied to DmitriKozlowsky's topic in DCS: Mirage F1
In the F1, the reticle doesn't show where the missile seeker is pointed to, as a reference, you can use the upper area of the HUD (between the orange compass and the end of the glass) to know where the missile seeker is pointed to. -
Hi, this is already fixed internally, it slipped through initial testing and then it was detected after the deadline.
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This is not an intended behaviour, can you post a trk, please?
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Hi, can you post a trk if you believe it is a bug?
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Thanks!
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Hi @DST and @Raven (Elysian Angel). As @kontiuka says, it's only the VR hands, tho a pilot model is actively being developed.
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@Hiob completely up to you, I think I wouldn't use the emulate forces option if I flew with a FFB stick, as the purpose of the option is to represent the force on the stick, but it's up to personal preference. Regarding the 'pumping', 2 questions: what is your 'Shake effects on FFB stick set to' option set to and can you post a short TRK preferably in the Caucasus?
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Hi @DmitriKozlowsky, as others have pointed out, a real pilot will have both the artificial feedback of the stick (goes up to 20 kg, which is definitely a noticeable amount of force) and the feeling of vertical acceleration (already 3 or 4 Gs are a very impressive feeling, let alone 7+ Gs). Obviously we have no way to transmit the vertical acceleration but for FFB stick users the stick forces can be matched exactly through configuration sliders in the Special Option Menu. For the vast majority of users that don't have FFB, we recommend to have an option called 'Emulation of effects of stick forces on aircraft behaviour' checked. This option limits the range of pitch inputs of the joystick as a function of stick feedback force, emulating in a way how a pilot would pull a bit less on the stick in certain situations. When this option is checked, I find it rather difficult to rip the wings of the aircraft unless I set out to do it on purpose.
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Hi, this issue will be fixed in tomorrow's update.
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@Major_Shepard can't promise anything, but let's just say it's a big coincidence that you ask about it today...
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F1EE - Multiplayer - Spurious sidewinder tone
fausete replied to Arbitrary's topic in Bugs and Problems
Hi @Arbitrary, can you provide a trk? In any case, significant fixes are coming for the armament system this next week, as some things broke in the last update when preparing the code for the future F1M and F-104. -
@Hez thanks for the TRK, I will check if it reproduces or not in our internal build. And yes, in this thread I've been refering to the regular May update, which as far as I'm aware coincides with the F-4 launch. Edit: I'm not 100% sure the update will coincide with the release, but the dates suggest so.
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Hi, I will test this. Changes to IR missile firing logic are coming in the next update, so there is a possibility that this is already fixed. Edit: I see it working fine when I reproduce the TRK with our internal changes (both missiles fire), so it is most likely fixed in the upcoming update. Please report back if you encounter it again.
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Thanks! We try to do our best
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Hi, our SMEs have responded. Apparently there is a little mistake in our implementation, as the wingtip missile jettison was not protected by a weight on wheels switch (we will correct this). This means that, IRL, this button was extremely dangerous, as the jettison could be activated on the ground. As a consequence, at least in the SpAF, the button was deactivated very early on and then removed in subsequent versions of the aircraft (EE and M).