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tekwoj

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Everything posted by tekwoj

  1. Do you know which F4U variant is this for? The 1D is slower (by about 15kts IIRC) than the other variants.
  2. Never had any mods, still had issues with the pod. Do a few hard rudder inputs or pretend you're dodging an SA-15. Pod loses target - normal, gyros can't keep up. Pod can't reslave back to target even though target coords are still in memory - not normal. Also the pod should be stabilized in short range in the rear hemisphere, not what it is now.
  3. I do, regrettably. Software is bad, firmware is bad. Hardware, the base is ok, I don't have the MH-16 stick but there are multiple reports of hat switches popping out and people having to glue them. If you want concrete examples that are related to DCS: modules without full telemetry support : Phantom, Kiowa, Chinook, Corsair base is not using full power and range for the Direct Input effects, the force cuts off at around 90% axis with 10/16th of power VRS effect for helicopters is modeled so poorly everyone should keep it disabled. Active regardless of your IAS and pitch, just depends on your vertical speed, but activates both up and down. Heli telemetry effects in general feel not working as they should A lot of users reports frequent loss of effects - I've experienced it mostly in FC3 modules when alt-tabbing. Takes a moment before the effects are back. Options to adjust force curve are VERY poor, so regardless of what you set up, you end up with a stick being mushy in the center
  4. I think the do not exceed rpm in dive was 3200.
  5. The gear is just visual for other players. You feel very distinct difference in aircraft trim between gear up and down.
  6. The manual for module doesn't specify mixture but the MIL max time according to it is 5 minutes. With 2800-8w it would have been 30 minutes. That said it's not really important, you can run either, rich will be less hot, meaning you can close coolers and get good speed. Unless you need fuel economy just go for rich until the engine is no longer WIP.
  7. In the cockpit take a look at the left wall. Engine is R-2800-8, though the plaque makes not much sense in terms of serial number.
  8. What light are you talking about? The carburetor air temp light? How does that prove the water injection?
  9. According to textures in the cockpit we have the R-2800-8 without water injection.
  10. There is no water injection, there's also no reason at the moment to respect the "do not exceed" limits as long as you pay attention to the temperature. I was flying low lever at 2700 RPM and Manifold at 60+ for a long time and nothing broke. Mixture at auto-rich helps cooling down engine to the point it's fine even with all cooling closed or almost closed.
  11. Well, the manufacturing plate in the model says it's a -8 engine. It's just a texture but still, the manufacturing number doesn't seem to match any existing model...
  12. You're doing something wrong if you need cowl flaps all the time. I can usually close them fully when cruising. Experiment with other cooling levers. Also, once you switch to the main fuel tank, turn off the fuel pump. It's not a really a detent thing like an afterburner, literally the moment you push throttle 100% it should inject the water.
  13. Mil power max time indicated in the dcs manual also suggests it's the worse engine.
  14. For me a small red flag would be calling a mount unique when it's a monstertech with their logo stamped on. If the uniqueness is in hole set up then it's another small red flag.
  15. Compared to regular joystick bases it's a night and day and I don't think I can go back to non-ffb experience anymore. Hardware seems solid, firmware and software though need a lot of work to fully unlock the base's potential.
  16. I do own one and I have reported this on their discord. I'm the guy who has written fixes for their export script to support chinook and kiowa. The forces that come from telemetry or cockpit app settings have full range, the forces that come from a game through direct input are not translated to the base's full range and cut off early.
  17. Not just software, firmware is bad too, right now their base is pulling a little above half advertised force for Direct Input forces.
  18. If they are compatible with TM base, it MIGHT be compatible, but I would avoid MOZA anyway. They have a ton of issues and are not worth the money compared to other options FFB. Unless you're restricted by things like being able to mount it to your desk there's no reason to pick it up.
  19. This is starting to get ridiculous. To whoever implemented the radar stabilization: the pod is supposed to be stabilized optically in the rear hemisphere up to 3-4nm. It literally makes no sense to have a targeting pod for your GBUs that will start shaking like a squirrel on caffeine the moment you turn away from your target and lose the point track in process.
  20. I think this is a bug, there's definitely not enough sideways friction on the wheels. Alternatively brakes axis need some strong curves, because even slight difference in braking throws you around like crazy.
  21. tekwoj

    So few

    You can either go a2a, or you can go a2g. You can't do both, which means most people will choose multirole fighters. On servers without active radar missiles jf 17 loses most of its a2a capabilities.
  22. And you won't because it's DCS limitation that won't be possible to go around unless the engine is modified (which is unlikely).
  23. Thing is deka is not in charge of the ships and their RCS in game has changed and might change again at a whim.
  24. I agree, the a2g weapons that make JF17 stand out the most right now are in bad shape. If the tpod issue can't be resolved easily I wouldn't mind if they reverted it to the state it was before the radar stabilization if possible. Less realistic but working is better than realistic but buggy IMO.
  25. Create a mission with all ships, about 2 miles from each other and your plane in radar range of them, start, active pause, note down what is what.
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