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PiedDroit

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Posts posted by PiedDroit

  1. AOA is the angle between the chord line and the relative wind. How I perceive it, it is impossible for a wing to generate positive lift with a negative AOA, it's just math at that point.

    Yes it's possible because the "chord line" is not actually the geometric center of the wing profile.

    At zero AoA (relative to the chord), the wing will generate some lift, it's therefore possible to go in the negative a little until you meet the real "zero lift line".

     

    EDIT: In other words, as soon as you're above that line (which is at negative AoA), you generate some lift. If you go fast enough this lift is sufficient for level flight.

     

    Check this diagram:

    http://amasci.com/wing/airfoil2.gif

    http://amasci.com/wing/airfoil.html

    The whole website is great ressource to understand how an airfoil really works.

  2. A good way to try the radar jamming filters it to setup a training mission with various jamming targets and see how the filters behave.

    First three buttons are different jamming filters, meant to filter continous, intermittent and passive jammers (that's how I understood it).

    You use them when your radar is being jammed and helps you to get a better picture or even use the IFF.

    Usually the middle one (2nd - intermittent) works quite well.

     

    The radar jamming seems not be very realistic anyway, check the thread "MiG-21 vs modern figher", there is some interesting comments about jamming:

    http://forums.eagle.ru/showthread.php?t=133804

     

    Regarding this:

    you should post this thread in mig-21bis subforum not here

    ED Forums » English » Third Party Projects » Leatherneck Simulations » MiG-21Bis

    I believe this is actually the correct place to post... Or I missed a secret place known to only a handful of chosen ones.

  3. I have question that maybe someone with better knowledge of radars could help me answer:

     

    If my mig radar has 30k of detection range, that mean that the wave has the strength to bounce back in an object and travel back those 30k and be picked up by the dish?

    If my above statement is correct why a RWR only pick the mig21 radar when is about 35 to 40ks. The wave should reach at least 55k and be picked up ?

    And this should also apply to all the rest of the radars.

    My guess is that the distance is shorter since the RWR antenna is less sensitive and is scanning a broader range of frequencies than the radar dish design to pick this this specific signal.

  4. I've just pierced one T80 with awesome gun run, not that hard.

    Remember that AP rounds are heavier, so they drop shorter then HE rounds, keep that in mind while firing that b*tch :)

    Isn't that the other way around?

    In the manual page 368 it is stated that

    When CM ammunition load is selected, there will be two pippers in the center of the reticle. The center most one indicates predicted impact point on Armor Piercing (AP) rounds and the one to the lower right is for High Explosive Incendiary (HEI) rounds.
    I also aways believed that the AP rounds were lighter.

     

    Usually I get good result with the gun by shooting long bursts (+2s) at close range (to ensure a maximum density of hits) and to any area except the front of the target (rear/top is best). Higher dive angle also helps concentrating the hits.

    The manual page 524 states 0.5 miles for maximum range for the tanks, it is sometimes hard to achieve as their light gun fire damages the avionics.

  5. I'm not using any cockpit mod, I did the suggested fix and it reported Config/options.lua modified (3 lines of context before/after):

     

    @@ -68,6 +68,11 @@
            ["Ka-50"] = {
                ["altTrimmingMethod"] = false,
            },
    +        ["MiG-21Bis"] = {
    +            ["CustomCockpit"] = false,
    +            ["Engine"] = false,
    +            ["Freeze"] = false,
    +        },
            ["UH-1H"] = {
                ["UHRudderTrimmer"] = false,
                ["UHTrackIRAiming"] = true,
    

    So, the described fix added these options in the file, maybe it's the reason why everyone have problems

  6. Everything seems OK, no problem here. Check the track, you can see the brakes are more efficient with lever in horizontal position while you can barely turn the aircraft.

    When the lever is vertical the brakes are less efficient and the aircraft turns more easily.

     

    In this track I was just holding the brakes (W) with throttle at 83% while playing with the lever and the rudder.

    MiG-21BIS brakes test.trk

  7. Roughly once you take off, go to these headings.

     

    116

     

    117

     

    328

     

    320

     

    277

     

    277

     

    277

     

    175

     

    152

     

    36

     

    Runway.

     

    Turn to the next vector after each in-game comment is activated.

    This is a bit off topic and looks like a cheat code to unlock a character in a Street Fighter game, thanks for the laugh :D

    Planning the route using ARC/RSBN is a lot more fun, as last resort you can use the kneeboard (RCtrl+up, change page with RCtrl+left/right mark position with RCtrl+down) if you're lost in any mission, as long as your ship did not drift away too much.

  8. When taking off the SPRD-99 exhaust is shown horizontal and stays parallel to the runway even when pitching up (see picture).

     

    It should point downward and not be affected by aircraft attitude (e.g., should be constant relative to the aircraft).

    It looks like it's following airflow.

     

    P.S.: The fix should be in the next update... I don't have the beta build, disregard if already fixed (I'm using 1.2.11.34087).

    SPRD-99-exhaust-bug.jpg.b4db94bb0979276fcc02680171a8fcfc.jpg

  9. Did you guys tried to use the fixed beam mode of the radar in close range combat? It allows you to get a radar lock very quickly, just put the bad guy on the piper and lock on.

    I don't know if it works well against modern aircraft, piloted by humans (it does against AI, as soon as you've got some room to keep the lock, it's good to go).

  10. ...and you would be right...

    Super right! I almost never play online PvP so I can't reply anything useful, but this thread is so interesting, keep going guys :thumbup:

    It's even starting to motivate me to give it a try.

    I also thought that the R-60M would be the best missile to fight against modern fighters, it seems I was wrong since the radar allows to get a better lock.

    My main problem with this ship is that it goes blind as soon as it's locked, I found great hints to solve this here.

    Now I must practice ;)

  11. If I understand correctly, the ASP piper size can't be slaved at all with the radar ranging?

     

    This would have been great to have this feature available when outside the minimum range of the radar (in addition to aiming assistance, a great tool to adjust the target size when unkown) - but if it's not modelled on the real thing, well, too bad ;).

  12. Hi guys

    How i can bind ASP PFD target size commands on keys or joy buttons?

    Should be O and L, same buttons as the TDC (they are both controlled with the the rotary throttle lever).

    And yes you can bind joystick buttons.

     

    [EDIT] I re-read this and realized we were not talking about the same target size... To my knowledge there is no mapping.

  13. BLC will only work with following conditions:

    - BLC (SPS) switch ON

    - throttle setting LND position or above

    - flaps landing

     

    There might be also a maximum speed setting, not sure about it.

    From your description, you may not apply enough throttle for it to work.

     

    [EDIT]

    LND position should be SPS on russian cockpit.

    Maximum speed for BLC operation is 360 kph (page 32 table 5.2 in the english manual).

     

    Hope this helps, cheers

  14. Good news, everyone!

     

    I managed to make it work with a multi monitor setup.

     

    It's actually pretty simple, activate DSR for the chosen monitor (by setting the desktop resolution to the highest setting) and modify your monitor setup .lua to take in account the high resolution.

     

    In my case I use a 2560x1080 (main view) on top and a 1920x1080 on the bottom (to display MFDs and stuff).

    I rewrote the monitor config .lua using resolution 3620x1527 for the top screen (DSR factor 2), it's quite easy by using a function that multiplies everything applicable by 1.414213562373 or using constants on top of the file).

    Resolution set in DCS options is 3620x2607 (height = 1527+1080).

     

    Enjoy,

    P.

  15. Thanks for the replies, I have to pay more attention to the AWACS, but that still leaves the problem of entering the kill zone of the bogeys.

    Maybe I should wait until they get "cold" so I can close in?

     

    BTW, I was talking about the first mission involving CAP, I don't have any issues with navigation or even dogfight - but you're right, maybe I'm not supposed to drift too much outside the CAP zone on this mission.

  16. Hello everyone,

     

    I'm looking for some hints to fly the thing in an hostile environment, the problem lies in BVR, in the campaign.

     

    Even at the first mission in the campaign I got my butt kicked solid, as soon as I am in range the bogeys kill my S.A. by locking me all the time (preventing me to know where they are coming from).

    I tried going on the deck/turning around to get some time and space to turn toward the hot zone and get a radar/SPO picture, but most of the time I got locked quickly, and shot without knowing a missile was launched at me.

     

    I'm starting to think I should stay as far as possible and wait for the F-16s and F-4s to do the job :(

    So, my question, is there any kind soul out there willing to share some useful hints?

     

    Cheers,

    P

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