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Everything posted by Chipwich
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Also because in BNBOB per the briefing, you are leading a flight on low altitude ingress with assigned targets. Or you are returning from an escort and hunting for targets of opportunity. If you are on the pointy end, flak were sniping SOBs. Like the first shot from a quiet battery would take you out, which would be the stalag unless you can reach the channel.
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I wondered if it is a blessing or a curse to have to edit those. But if it happens, I’d enjoy flying the BNBOB ground attack missions again.
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Good news for mission designers and pilots alike.
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It's cruel to tease that way.
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enemy fighters AI difficulty
Chipwich replied to algherghezghez's topic in P-51D: The Blue Nosed Bastards of Bodney Campaign
Have your wingman covering you helps. Most often I would command the flight to engage bandits, but immediately follow that with “Two, cover me.”, using VAICOM. The 109 can be a handful if you are solo, get low and slow, or don’t manage your E well at altitude. 190s not so much. I don’t consider myself a good BFM pilot, but managed to get through the campaign recently without getting shot down by enemy air. But AAA shot up my Pony on the first two low altitude ingress missions. One was a cold bore shot to the nose leading the flight. I learned that on those missions it was suicide to lead from the front. Managed to get rescued in the Channel both times though. Nice campaign feature -
I usually climb above the bomber formation, set max continuous power, 2700 RPM, 46", and zig zag over the formation. Then go to combat power when bandits show up. Make sure that you trim to center the ball to reduce drag and drop tanks if you have burned off the fuselage tank and near the target area. Alternately, set your switches to pickle drop tanks in case the bad guys show. You have plenty of fuel in the main tanks for an extended fight and RTB to England. If you haven't done it already, make sure to either map an axis to carburetor ram air, or edit a LUA per this thread , Otherwise you won't be able to set enough manifold pressure above critical altitude.
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BNB Useless flights
Chipwich replied to HoYa's topic in P-51D: The Blue Nosed Bastards of Bodney Campaign
Did you use the F10 menu per the docs? I'm through mission 13 and not having a problem at all with this. I usually giving Transport command via the F10 menu, then my four ship element as usual, via VAICOM. You have to also be on the right channel, A. If you were chatting with the control tower on D, don't forget to go to A to talk to Transport or your element. -
reported Magnetic compass incorrect declination
Chipwich replied to Nealius's topic in Bugs and Problems
I wonder if the is map related, since it seems to work fine on the Channel and Normandy maps. -
The Channel Bonus Mission - AI Issues
Chipwich replied to _Spad_'s topic in P-51D: The Blue Nosed Bastards of Bodney Campaign
I'm through mission 11, and one thing that I've learned is to keep White flight away from flak, at least at low altitude. I had to fly the low altitude ingress missions again at altitude to have a chance at not getting killed by a cold bore shot approaching the target. One shot one kill of my Mustang for two of them. Unrelated and not high priority, but on the topic of AI I've noticed that in the large bomber formations, a few get taken out on the way to the RV. I'm going to assume due to collisions.- 13 replies
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Yeah for me the last 2 or 3 updates have required me to edit that file. But VAICOM does the same if you are running the open beta version, so after every update I fix those 2 at the same time.
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I think for the F10 commands , you have to use the Options command. F10 is for mission builders to expand the DCS coms menu and therefor is usually customized. Otherwise, you can use the regular VAICON commands like, "Request start, taxi, departure." <- not needed, but I do it anyway out of habit. "Flight join up." "Flight engage bandits." "Flight engage ground targets." "Two cover me." <- use this one a lot "Flight return to base."
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Keep your speed up. Be very aware of your pitch attitude in turns. If you get sloppy and pull your nose above the horizon, you will bleed speed pretty quickly and the controls will get mushy. This is easy to do at altitude because your normal visual queues are different. You must be more reliant on your attitude indicator to monitor pitch. A little trick that you can use is when in a turning fight, is keep your pitch attitude slightly below the horizon. If the bandit is not using the vertical and just trying to turn with you, being slightly nose low will allow you to gain some airspeed for a small loss in altitude. Once you gain an advantage in the turn, be mindful of your altitude with regards to the bandit. Your goal should always be to keep him in front of your 3-9 nine and remain above him. It’s a subtle differences in energy management, but WW2 aircraft performance are close enough that the little things are important. It’s easy to want to pull harder once you get the bandit out in front to get your guns in him, but you’ll usually get a better shot if you are patient and stay in lag pursuit as long as possible. Google lag and lead pursuit for diagrams and explanations.
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fixed [REPORTED] AI Wingman Takeoff from Tarawa
Chipwich replied to BigMotor's topic in Problems and Bugs
This bug appears to be fixed now. Just tested a 4 ship departing the Tarawa and all got off fine. Thank you. -
Yes, I should have stated that I'm aware of the aircraft limitations and that IMHO, you should be able to keep up with climbing AI at something like max continuous, 46/2700. But since it's a known bug for all DCS WW2 aircraft, chose to push the engine a little harder, something in between max continuous and military. Once you reach the bomber stream, you can throttle back to max con and easily patrol in your assigned position, then go to military when engaged. I do keep an eye on temps and adjust MP, RPM, and coolers as necessary. My philosophy is that since it's broken for all of us and the AI, I can either fudge a little and enjoy all of the missions and campaigns while waiting for an update, or watch them fly away. The AAA are too accurate too, but that's another discussion.
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Strange, I’m flying Reflected’s Blue Nosed Bastards campaign and not having trouble keeping up with climbing AI. I do trim to keep the ball centered, pitch to 175 kts, MP between 51 and 56, RPM around 2900. This is to about 24k-25k to get just on top of the bomber formation.
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For the logbook edit method, follow the steps in this video. It's about 3:44 in the video in case my link doesn't work. Stating the obvious, but it's always a good idea to back up your logbook file before tinkering with it.
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Mission 3. Escort
Chipwich replied to chase's topic in P-51D: The Blue Nosed Bastards of Bodney Campaign
FWIW, I just finished Mission 03 and the coms worked perfectly. I use VoiceAttack with VAICOM and for whatever reason I had to transmit on radio 2 (TX2), but A, C, and D channels worked fine. I was able to listen to the bombers on C, command my flight on A, and chat with the tower on D. No problems. Enjoying the campaign and the vintage radio programs are a nice touch. Thanks for another great campaign. -
COOP mission 4
Chipwich replied to LithiumR's topic in P-51D: The Blue Nosed Bastards of Bodney Campaign
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fixed [REPORTED] AI Wingman Takeoff from Tarawa
Chipwich replied to BigMotor's topic in Problems and Bugs
I noticed this as well. They drop their flaps to STOVL, then the nose wheel gets chocks preventing the plane from moving. -
AI AV-8b's are unable to take off and keeps crushing
Chipwich replied to Zeros's topic in Mission Editor Bugs
May be related, but on all of my carrier missions, the AI Harriers get wheel chocks right as they are ready to takeoff. You can see them put their flaps in STOVL position, turn on their landing light, then the wheel chocks appear, preventing them from departing. -
SSS right x 2
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No. I cycled the STO stop a couple of times to make sure. The animation showed it moving completely forward to 35 and completely backward, but the nozzle lever would stop at 75, which also matched what was indicated on the cockpit display and HUD. I wish that I would have captured video. Anyway, it worked fine the next flight.
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I had a flight the other night and during a case 1 recovery could not get the nozzles passed 75 degrees. I caught it while in the grove, executed a wave off, flew a longer approach, but no joy. I was able to recover doing an abbreviated VL to short landing roll with the nozzles at 75. I had never had this happen before and wondered if I had damaged the flaps during the flight somehow that was preventing full nozzle travel.
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Good luck getting your mobo replace @joey45. Nothing like having to rip your whole rig apart, but perhaps you can use the time to tighten up some cable management or replace any other parts that need a refresh. Does anyone know if the '81 version works with a 4-ship in multiplayer? I see that #3 gets placed off the deck, but that might be an ME convention. Would like to launch 4 clients off of '81 if possible. Thanks.