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Firebugs

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Everything posted by Firebugs

  1. Yes, I don't think this is a bug it's a general labels thing. You can see the dots through the cockpit on every plane, it's just more noticeable in mirrors because of contrast (light sky background in the mirror). If you hit LShift+F10 one more time they will disappear.
  2. I'm using a butt kicker with Sim Haptic software and it's not picking up a stall, ever. I haven't been able to perform any maneuver at any speed to get it to buzz for "stall".
  3. Yeah it seems kinda like both brakes engage partially when you hit L or R. It arrests movement. Hopefully will be revised soon.
  4. There's a chart on the left side of the cockpit wall also. Can be dark/hard to see, though.
  5. This is a "thing" with DCS ground units in general. I don't know enough about mission building to know if this is something tunable by the mission creator or if it's hard wired into DCS, but most of the machineguns and AA cannons provide a perfect firing solution for your instantaneous position+vector. In other words, if you fly straight and at the same speed, no matter how fast or at what relative angle, they will hit you with almost 100% accuracy. For a radar guided ZSU-23 or Gepard or whatever, sure I get it... But the co-ax on a Panzer 4 turret.. give me a break. The same thing for manually cranked Flak 30/38's, Flakvierlings, Type 96, etc... Even the non-radar ZSU's. There should be some hard-coded in dispersion and/or inaccuracy. Don't get me wrong, I'm not saying they should never hit, but right now it's extremely easy to avoid in the wrong way, and extremely easy to get hit doing things that should be relatively safe-- You simply make sure you make a change in your vector. For example, if you dive to shoot rockets or MG's, point the nose well below the target, then continually pull up through the target and time your shot as you cross the target. You can also time a straight-to-the-target blip in that pull through to coincide during a reload or pause between bursts... HOWEVER, that is purely a "DCS-ism" as far as I'm concerned. You should be able to do low altitude high aspect high speed pass-bys of manually operated AAA at moderate distance with some level of safety because that shot should be very low probability of hit for the AA gun. In DCS you don't dare because it will light you up.
  6. I think that is a bug, and a separate issue. Water injection should not permanently modify engine RPM, it should boost the manifold pressure only, the same as it does in the P47. Edit to add: At sea level I can get 295-300kts, which is (from what I've read) correct for full mil power. At 20,000ft at full mil I get 234kts IAS, which translates to 400mph TAS, which is (I believe correct). To get that extra bit to bring it up to 425mph TAS at 20,000 I believe I need water injection and I don't believe it's engaging in DCS at the moment.
  7. I posted this in the bug report section but try again without ever loading HVARs on the wings. With HVAR pylons (rockets fired) I get 240-250kts max, with a slick plane 290-300. If I had to guess I'd say a drag value is way off for the HVAR pylons, but that's pure speculation. Edit: also cowl flaps make a pretty big difference for speed if you're trying to get the very last little bit out of it.
  8. Pitch: Curve: 25-30 Y Saturation: 75-85 Yaw: Curve: 25-30 Flies a lot better this way, YMMV. I don't think it's necessarily the flight model as much as it is the input-> output relationship.
  9. An observation: Level flight 500-1000ft ASL, full mill power (2700 rpm, 54" hg), Oil cooler closed, Intercooler closed, cowl flaps almost completely closed, open just enough to keep cylinder head below red line. 50% fuel for all tests: Slick: 290-295 kts 2x 500lb bombs: 250-260 kts. Drop the bombs, return to 290-295kts 3x 500lb bombs (add center pylon): 250ish kts. Drop the bombs, return to 290-295kts 3x 500lb bombs + 8x HVAR: 210kts. Fire HVARS, 220kts. Drop bombs (slick with empty pylons), 230kts HVARs only: 230kts. Fire all HVARS, 240kts Special case, very interesting result: Load HVARS, take off, fire HVARs (at this point, max level flight 240kts), land plane re-arm "empty" (slick). The pylons are visually still on the plane, exactly the same condition as when you landed. However, now the plane will fly 290-295kts level on the deck again. So after loading HVARs, the pylons apparently cause ~50-60kts of drag. Obviously these numbers may +/- probably up to 10kts because of my ability to trim or variation in cowl flaps or whatever, but I think it's quite a lot of difference if I can reliably see 50-60 kts hit just because HVARs were ever loaded on the plane.
  10. The aircraft goes into a jittery state when it is lifted and when it drops back down the jitter motion can slam the tail down causing a rebound. I have had it happen so hard that it actually tips the plane up on its nose, bending the prop, which was what happened right before this video was taken.
  11. At sea level in level flight at full mil power I'm getting 295-300kts which from the information I could find I believe is correct. However, we should be able to get another 15-16kts with water injection and I haven't been able to get that to work yet.
  12. Forgive me if I'm missing something obvious but I've bound the water injection buttons and have not been able to see any engine performance changes whatsoever when I press them.
  13. The cowl flaps get pushed shut in fast dives. Have to open them back up once you level off and slow back down.
  14. I have only tested this briefly in the new CW-Germany map, but I am getting frequent game crashes whenever I turn from guns to missiles to get tone for the Aim 9B. Sometimes it lasts long enough for me to get a missile off, sometimes it crashes as soon as I switch to missiles. In general, I already have the target aircraft in my reticle before switching from guns to missile.
  15. I think what is typically experienced when the 30mm doesn't have a devastating result is the ammunition type in the belt. I don't know the breakdowns of the different belt types, but selecting HE Anti Bomber and CS No tracers in my experience has the highest content of Mine rounds, which are the ones that do the devastation (and the ones showcased in that video of the Spitfire and Blenheim). There are also AP and HE rounds mixed in that don't do as much damage. It would be really cool to know the belt breakdown. In my experience when a mine round is solidly landed, it's almost a guaranteed fuselage break (tail flies off), fire, and/or pilot kill. I have also hit planes with 3-5 30mm rounds and had them do seemingly minimal damage but those are (I assume) not mine rounds landing, or are hitting out on the edges of wings. Also not sure the fuzing mechanics at play here because from straight behind it's fairly easy to get very high angle of incidence on impacts which can keep rounds from fuzing. On the receiving end they seem to work just fine
  16. Still have this going on. As well the glare/reflections are a bit overdone. The rest of the interior is awesome but this makes the plane a tough choice to fly.
  17. In all variants of the P-47 on all maps that I've tested, the landing gear is damaged when the plane is lowered down after repair. The only way to sometimes avoid this issue is to completely empty the plane of fuel and ammo (obviously this doesn't work if you have any oil/fuel leaks because the ground crew won't touch you until you're repaired). This adds several minutes of unloading then re-loading to get a repair. Earlier this year there were a series of changes to the landing gear (bouncy, then explodey, now it breaks upon repair), and this plane has been like this for months now. Some attention to this issue would be greatly appreciated by everyone that flies the P-47. V/R Firebugs
  18. Aye, this has been the case since a series of updates on the landing gear earlier this year. First change I remember was a little bouncy and explodey, then it was changed again to be less bouncy but the gear is much more easily damaged, most notably upon repair when dropping down after repairs are finished. As was mentioned above this can be somewhat mitigated (most/some of the time) by completely emptying ammo and fuel load before attempting repair. However, this option is not available if the aircraft is leaking fluids (ground crew won't re-arm), in which case you're screwed. I haven't tested different maps, but Normandy 2.0 (only map I routinely fly this aircraft on) is pretty much a guarantee it will happen with fuel on board.
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