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Mermoz

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About Mermoz

  • Birthday 07/26/1984

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  • Flight Simulators
    DCS, Xplane 11 & 12, MSFS
  • Location
    France

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  1. I have had the same issue on 3 run of the mission. I noticed on the last 2 runs Banshee got shot down by flak/manpad. Not sure about the first run, but it may be a cause since Banshee is the Mission Commander
  2. when starting a mission if in mission editor you initialise the plane with a different frequency than preset channel 1 the radios still display as being set on channel 1 exemple : if channel 1 on green and red are set to 248.5AM and I initialise the mission with 230.0AM the plane displays the frequency on both radio to be preset channel 1 or 248.5 while the radios are actually functionning as if set on 230.0. Frequencies need to be changed and returned to desired preset for the displays in plane to synchronize.
  3. A small issue I found out that has 3 ways of running during the mission. After you overfly Rouen and approach the bandits coming from Evereux. The 3 cases I flew are the following 1 - you give the engagment report to sweepstake before the bandits are within the 4 to 5NM range 2 - You give the "engage bandit" order from the F10 menu before being within 4 to 5 NM of the bandits 3 - you are within 4 to 5 NM of the bandits before doing either in case 1 and 2, the other two 4 plane groups of you wings (Transport Blue and Yellow I think) break formation and RTB, leaving you your wingman and your second element (which aren't controlled by the F10 menu) start a 4 vs 12 battle. in Case 3 the AI groups join the battle and attack the enemy.
  4. there is an AI issue in DCS I found out. if they don't stack in the correct order during taxi, they tends to crash into eachother. They don't seems to have a sense of giving way. make sure you let all the other groups pass if they have to taxi by your position before giving the ok to your element lead. This way they tends to avoid trouble and as an added bonus you get time to warm up nicely and do your checks. Also feel free to taxi last if you want to avoid racing with them Only exception is the Scamble Mission. You have to depart before turban yellow and they will stop by your position and wait for you to taxi before they go for some reason. Also in other campaign when you are the full leader, you need to wait for your 4 ship group to be up in the air before giving the wing rejoin order (I found it out in BNBOB) or they will collide as well... Not a reflected issue... it's a DCS AI stupidity... I had to restard a few mission thanks to that... or I'd be alone or just have 1 wingman for the whole flight
  5. you overboosted your engine, meaning you had it develop high power levels without it needed to push the propeller blade into a rotation enough to use the energy it developped causing the turbo to turn faster than it should (the turbo is powered by the exhaust gas, which would be where most of the power your engine doesn't use would be spent to). when you do that in a turbocharged vehicule (same with cars if you push the turbo without driving by reving the engine) you tend to blow the turbo up.... (my dad actually manage to have his car turbo split in two once) The fact you said the boom sound came from behind is a big clue here. the turbo on the P47 is in the fuselage behind the cockpit it is why in turbocharged planes the rule of "Manifold down before RPM down, and RPM Up before Manifold up" is to be absolutely respected. The rule actually applies for non turbocharged planes, but on turbocharged planes, it result in overboosting the engine and the death of your turbo. And it won't show on temperatures, the turbo will break before your temps have time to rise significantly enough for you to see. You will have no indication it's coming. It's why on some airplanes like a Piper PA28R Turbow arrow, you have a lamp lighting up if you overboost the engine.
  6. So I have completed the campaign today. 14 epic combat missions that really requires you to be both agressive enough to complete the objectives of the mission given to you and conservative enough to make sure you get home. out of the 14 combat missions, I made it home 13 times and had to bail in the channel once thanks to some blue on blue fire (my wingman shot my rudder off and that was the hardest thing I ever had to do to bring the spit over the channel so I could be rescued). I like that you really have to watch your fuel, I did manage to get back to biggin hill every time but a couple of them were more than just especially the first sortie where my engine flamed out on the roll out of my landing. For results I have 10 confirmed kills (as per DCS confirmed them) but I think I have about as many probable where I saw the plan catch fire or start to smoke and break away, or even make an emergency landing in a field (yeah DCS don't count them as kills), or where my wingman put a single hit on it after I made it catch fire and got credited with the kill by the system. Now I took Reflected's advices to heart during my flying, I did not seek to kill them all, I broke engagement and concentrated on flying home as soon as I felt or heard that I took a hit, and I was parcimonous on my fuel and power management. And all of it did allow me to complete the challenge of completing the campaign without dying once... But yeah it was close more than a few times. I think if you keep focusing on one target trying to rake in kills... you can't make it. You'll have a 190 or 109 come at you and shoot you before you can see it in that furball, you'll run out of fuel chasing planes that just wants to go home and so on. I may have 10 kills and probably 10 more mission kills in all that, but some missions I had none, and some I had 4. Some missions I shot myself dry for nothing, some mission I didn't get a shot at once, and some other I was bloody billy the kid shooting the pilot in ther canopy and killing them with one salvo. But all the time my first concern was "check your six and don't get killed". I did go and dive in the melee to kill a snapper that was hunting a fellow spit, but usually it was a quick dive, shoot and get out! A single quick salvo to tell the baddies to cut it out or be cut down and despite all the peculiarity of the AI, they usually broke away, so the reaction isn't too bad. Anyway @Reflected , great campgain! Great story telling! sure a few minor bugs here and there, but very rarely critical and quickly fixed, so great support. Besides, the dev who tells you his campaign is 100% bug free is a liar! for those who have trouble with the campaign, I'd suggest to first learn your plane (what power setting what conditions, how strong can I pull on the stick etc.) then ease into the campagain and battle. I had a rough time in the first few sorties because I wasn't has proeficient with the plane as I probably needed to be and it showed. Toward the end of the campagin my kill rate went up and my fuel consumption down as I got more and more used to the machine. And as the struggles with the plane lessened, the fun of the campaign hit its maximum!
  7. I agree with it, using modern tools or things to see how it went in the fight kinda kills the spontanous feeling of the campaign especially in a WW2 settings. Pilots back then didn't have all the guizmos and tools we have now. Using tacview in a modern setting could be like reviewing the blackbox of your flight. but there wasn't recordings back then. So far I fly Beware beware without using the F10 map exterior views etc. I'm trying hard to survive. If I can kill one or two enemy great. If I can protect a wingman in the process.. better! But if I take a hit, I try to break the engagement, assess if I leak fluid, if all controls responds if engine temps are good. I may reengage if I don't see anything worse than a hole in the wing, but even then I'm careful... damages means the plane may not support as many gs... in the end, except when one of my wingman decided I'd look better as a swiss cheese I always brought the plane back home. sometimes with holes... sometimes not... The swiss cheese incident ended up with me bailing and calling air rescue. without rudder, the plane is much much harder to fly so I went as far as I could till I got the rescue telling me it was ok, and I bailed. I still got 3 or 4 missions to go... and the next one will be with me as a 4 plane group leader... bad weather if I understand... the return home might be interesting. Sortie 11 was already hard on the navigation to get back home... I didn't run out of fuel on the runway like on sortie 1 but if I had 5gals left it was a lot
  8. mmm nice to see. on the other hand in WW2 pilots rarely used the radio around the base. They ran a pattern as Reflected shows in his tutorial video and when on final, if the runway was clear for them to land, someone would shoot a green flare. (you actually see it in game) . If the runway is unavailable, they shot a red flare. Same for take off, you can see it in beware beware, a soldier shoots flares up in the sky when you are cleared for take off. the goal was mainly to avoid giving too much information to the enemy via radio interception. Remember back then they used AM band.... and with AM Band people in Paris or in a lot of places in France could actually hear the BBC. We called it Radio London and resistance groups got orders and reports from the French based in England this way. so ... if a civilian with a basic radio in Paris could hear broadcasts from London. A german with a maybe more specialized equipment could probably intercept base's and traffic communications and then know when a raid was coming, or when to raid the base because the planes are either gone or better, just landed (and therefore had to refuel and rearm before being able to intercept an attack)
  9. can you tell me how far I can fly to so I can validate the mission before the patch comes out?
  10. ok... I dunno if you saw by the way but gimlet Red doesn't open fire before the player does. he keeps doing barrel rolls and other dog fight manoeuvers but only shoots from the moment the player does open fire or the 109 scatters for the furball
  11. Okay I'm stuck on Sortie 10 for some reason... I completed the mission 3 times. Took off, hunted the 109s shot 1 to 2 each times (1 kill and 1 forced landing each time) Then I return home.. land and once I'm stop I am told to shut her down. so I do a shutdown... and then nothing happens. I wait a moment but still nothing... and if I leave the mission I get a DRAW and am asked redo it Sortie 10 draw (3rd in a row).trk
  12. yeah actually it's the update of the DIANE attack system from rotary computer to the solide state computer that made the real difference between the A and the E variant. It solved the main issue the USN had with the A6A which was the attack computer failing in flight due to the rotors getting stuck (hence Willem Defoe being seen kicking the computer during the bombing run over Hanoi in the movie) That and upgrading most of the avionic so the plane could do all the mission package from the As, Bs and Cs since the Es were to be the final version. The Es also had a laser designator from the start but it was some kind of hand held designator the BN had to point at the target... that required 2 planes in a budy lazing mode to be practical. as for the later version F and G, F was an E with better engines, the G was an E with a new wing design including carbon based materials, the goal was to solve the issue of the A6s wings not aging very well (remember the A6's wings had to support quite a heavy load on cat shot since the plane was basically the carrier based attack craft carrying the most bombs) But DOD decided to move to the A12 project rather than extend the A6 life
  13. The gyro would always get some drift during a flight as it is sensitive to vibration. However it is very very quick in DCS. Much too quick actually. But the issue maybe somwhere else. The Vacum Pump indicator never reaches the green area during flight and the Gyro compas and Horizon work on vacum... they need the needle in the green to work correctly. maybe some setting to check in the model
  14. well the STARM was used on the E so it's not like we would loose the look. and yeah it could be nice to have both variant of the Es... after all I'm not sure all of them got the TRAM in the end
  15. Actually the E entered service before the end of the vietnam war (1970 when the war ended in 73). It was however not used in operation during the vietnam war so as to prevent the risk of its improvement to be found out if one got shot down. It got refitted and upgraded in 1980s to include the TRAM turret under the nose and add the AGM capability (Maverick and Harpoon). Also they used shrike and STARM up to the 1990s when the HARM got introduced and the remaining A6Es in service got another upgrade. I suppose the E's could be use as Bs in missions even for AI if you want. But I suppose Heathblur could make a model fix for the A and B too if it's just for AIs. The only difference between them being the TRAM turret under the nose
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