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LG_Barons

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Everything posted by LG_Barons

  1. Good explanition, how ever slight mix up in the definiton of Transition Level and Transition Altitude. You set the Transition Altitude when climbing. Setting the Transition Level when decending. (the "A" is poiting up - climbing, the "L" is pointing down - decending) Almost every Country in Real World outside DCS has it own rules, as already explained above. For DCS it depends what the server rule is or what the admin wants. Switching the Altimeter to different settings is important when flying under IFR Rules in IMC. If everybody is playing by the rules, you will not hit each other. So, flying SP around in DCS just fly with the local QNH or if you like the QFE. (but in Real World, most of the Pilots will not use QFE except Eastern European Countries) because it shows 0 ft only at the airport and around 10-15 NM. So if you are flying low level or in helicopters fly QFE. The Rest of the time with Weather or mountainous terrain use QNH. And TA and TL for most immersion.
  2. Always remember "east is least, west ist best" so you need to understand the meaning between MagneticHeading and TrueCourse MH /TC magnetig variation in the game is +10° (also 10°E) so 352° - (+10°) = 342° when you are on the ground. https://www.pilotmall.com/blogs/news/true-course-vs-true-heading-vs-magnetic-how-are-they-different cheers LG p.s. afaik DCS World is a Flat Earth. Real approach Plates do not always work. when flying approaches in the game from realworld data, the variation will be off. (so you need to find in your case, Approach Plate from 2006 or so. Course, bearings and headings are not 100% correct. The same for the "map origin", also not 100% correct.
  3. Nice, thank you.
  4. yes, use the vertical and classic BFM. Usually we could not keep up with the F-4 against other Aircraft. In the F-4F we had AMRAAMs. So dogfighting was last resort. What we were really good at, was getting slow really fast. Forcing an overshoot and get a missile off after that, light the burners, getting low on deck and go home. No turning fight against everything with a higher number as a 4 in the name.
  5. Disclaimer: Actually I have significant time in the Phantom IRL... you unfortunately miss understand the function of the slats. You don´t lock them in, you lock them out. It is than not a "hard wing" F-4. The Slats gave you around 5 units AOA. That gives you a couple of degrees turning performance. The main reason for locking the slat out, do not really matter in the Game, because you do not feel the sudden G-spike when the slat come out. It was easier the max perform the aircraft. For example you will probably over G the aircraft if you will do a max G-Brake turn, because the Slats will suddenly add about 1 G. Well, there is no maintenance Guy screaming at you. You don not have to report to you Flight Safety guy or to you commanding Officer. You most probably do not even know that you just over-G the aircraft, because you do not feel it and that´s why it is just a game. Some say it is even a good simulator. But no even close flying the real thing. Sorry to disappoint you all. Just fly how you want. Play the game how you like it, enjoy, have fun. And do not get overly concerned how the aircraft has to be flown. And I totally agree with you, HeatBlur did a fantastic job so far. But still room for improvement. Pitch Trim for example is a little bit weird. IRL you really fly the Phantom with your butt and ears because the airframe really talks to you, with vibrations, noises and stick-forces. You cannot simulate that only to a limited extend with may be a buttkicker and FFB joystick. Anyway just have fun playing the game how you like it. I do, gives me some nice memories back. cheers LG
  6. yes, thank you. That was also my information and that there for the standard panel is always 5,75 in in width. here is some Information from mycockpit.org A. Panel width aluminum: 5 ¾ “ = 146,05 mm B. Panel height aluminum: 3 “Dzus” distances: 3 x 3/8” = ( 3,375”) = 28,575 mm 4 4 x 3/8“ = ( 4,375”) = 38,100 mm 5 5 x 3/8” = ( 5,375”) = 47,625 mm 6 6 x 3/8” = ( 6,375”) = 57,150 mm 7 7 x 3/8” = ( 7, 375”) = 66,675 mm 8 8 x 3/8” = ( 8,375”) = 76,200 mm 9 9 x 3/8” = ( 9,375”) = 85,725 mm 10 10 x 3/8” = ( 10,375”) = 95,250 mm 11 11 x 3/8” = ( 11,375”) = 104,775 mm 12 12 x 3/8” = ( 12,375”) = 114,300 mm And again (see before) to make it fit better, reduce it a (very) little bit.
  7. Comments and Questions are welcome!
  8. Alles gut!!! Euch noch viel Spaß, wenn ihr die 2. Staffel aufmacht, wäre ich dabei.
  9. Starting with my first attempts of getting the measurement for my first panel correct, I was puzzled with the size and dimensions. Struggling with my F-4 Simpit, I programmed a little "html page" with basic functions for getting as close as possible to real measurements. Following the "A Hornet's Nest" on Youtube i was running quickly into limitations. Getting from the Modelviewer2 screenshot into Fusion or any other CAD programs to tracing the lines of a unknown panel or instrument and then to the 3d Printer I had problems for finding the exact values for the correct scale. so my workflow is: 1. make a screenshot out of Modelviewer2. 2. load upload the screenshot into my little "scaler" html page 3. locate an instrument, switch or button with known size in Real World. for Example the "Altimeter" in the F-4 is acc. MIL-PRF83491E exactly 2.875 inch in diameter. 4. Draw a reference Line between two Points in the Altimeter. 5. now pick an Instrument you want to get the "Real World" size and values, draw now 2 lines (width and height). Choose the output unit and hit calculate. 6. Read the Object size and Measurement of the desired Panel, Instrument button. 7. transfer this values into your CAD program. 8. 3d print you Panel or Instrument in the correct size. If anybody is interested for testing. pm me. Update. scaler now bugfixed and a little addon. paste the .cur file in the same directory. f-4.cur scalerv25.html
  10. Well, in DCS you can fly the F-4 however you see fit. Do what you want with the control inputs. IN RL you better do not use the Ailerons (and Spoilers) during high AOA maneuvering. See this again. at around minute 11... https://www.youtube.com/watch?v=iZiduQboyow If you know what you are doing, you can use all inputs to get you really quick out of a defense tracking solution, i.e loosing instantly control, do a snap roll entry into a spin. Highly effective guns jink.
  11. Nope, die richtige Antwort wäre gewesen ... Seven one Two!!!. Aber wie sollte man das als Kekso wissen ... (Kings in heaven...haha)
  12. The Movie is more or less spot on. The most important thing to remember is to fly AOA and the good thing is, you fly the F-4 by "EAR". The most important tool is the aural tone warning. Do not ever turn that volume down. You do not have to look at the gauges at all. To max perform the aircraft fly always "on tone". However basically only 3 values are important. Unload to 3 to 8 Units to get you energy back. 19.2 Units on Final Approach and 25 Units to get "around the corner" in Dogfight. Airspeed does not really matter. Energy Management is more important. no Rudder is used below 20 units. At 25 units do not use Aileron anymore. Only Rudder because otherwise you will loose control. Good old BFM skills are required (hi Yoyo, low yoyo, Lag Rolls etc.) The F-4 is not a "Rate-Fighter" and definitely not digital at all. Feel and hear all the way. Forcefeedback joysticks really help out but you will most probably loose any Fight against a more modern Fighter. Technique for BFM is : switch of the ROLL -AUG, lock the Slats out, and yes you could pull the CB for the ARI but there are not real benefits from that.
  13. Tolle Bilder, schöne Idee. Leider die falsche Staffel! Who´s the bloody who?
  14. Just for info. On takeoff do not use nosewheel steering. Use differential breaking to maintain centerline. At around 80 knots the rudder becomes effektive. also for landing, after deploying the chute use again differential breaking for directional control. On take off, all Stab Augs on, AFCS always off. (I never used it anyway.) For ACM, Roll Aug comes off. As technique so Slats out! (that is the middle position of the Flaps Down - Slats out switch) High AOA maneuvering always use the rudder, never the ailerons. Because of the adverse yaw effect, ailerons with the spoilers will get you out of control. There is a maneuver called High AoA Roll, where you can train you optimum use of the 25 Units. Thats where the F-4 performes best, regardless of Speed. You need to learn to fly the F-4 by "ear" i.e listening to the AoA tone. Not to watch the speed indicator. Also for landing, fly on "on Tone" 19.2 Units AoA. Use the speed indicator for intial guidance. As technique 145+ 2x the "gas" + 2knots for your grandma. For example. 5000 lbs fuel left appraoch speed will be roughliy 157 Kias, but as i said fly the steady tone at 19.2 units AoA. For single engine it is 155+ 2x gas. (17 Units). No flap will be 155+2 x gas and no slat 175 + 2x gas. Never forget your Granny... 2 Knots..
  15. That was beyond my expectations. I was hoping for it. You did very well!! My dream would be the F-4F ICE version. Just to drive the young punks in their fancy Hornets mad and shoot Amraam in their faces.
  16. The designation "out" is always for the slats. The switch is actually called Slats out - Flaps Down switch For beginners, you use only out and down position and norm. The "out" position locks the slats in the out position. For "Pros" it is useful in dogfight because you do not have, during the onsets of G´s the additional "tuck in", when the slats are coming out because of AOA. This is normally not a problem in the game, but in the real aircraft you end up with an over G, hence you don't have to explain it after the flight to maintenance, nobody cares. So just use a 2 position switch out and down and norm. Btw the real aircraft also has a speed switch. At around 242 knots the flaps will be blown up so you can't overspeed them, and they will come down below 220 knots again.
  17. From a marketing standpoint, just wait one more week. 28th of May is an important day for the Phantom Community.
  18. Maybe far far down the road, Heatblur (or any capable Modder) gives us the German F-4F (APG-65, AMRAAM,,Laser INS and other fancy stuff). They give us already the German Liveries.
  19. Jeeezzzz!!! I just pointed out that, only the 20th FS was not a Wild Weasel Squadron. Nothing more, nothing less. And why I pointed this out? I don´t really know, maybe because I´ve been a pround Member of the Silver Lobos long time ago and if you look at my profile picture... its me in a F-4F Cockpit! So please everybody calm down and let it be. Enjoy the waiting time. Read the nice Manual and when the F-4 is out, have a phreaking good time and really have a blast...even fly some Wild Weasel missions. Until than..Horrido! and who is the bloody who?
  20. Nice video, but small mistake in the beginning. 20th FS was not a Wild Weasel Squadron.
  21. Was soll denn da „ dämpfen“. Das einzige was man merkt ist wenn man an einer kc-10 hängt. Der Boom Operator schiebt dich dahin, wo er dich haben will. Da dämpft aber nix!
  22. einfach nach Pardo´s Push googlen..... ob nun Boom oder Basket leichter in RL kann ich nicht beurteilen. Es ist anders. Nicht leichter oder schwerer. Wenn die F-4 nun endlich draußen ist, werde ich berichten ob es wie in RL ist. Edit: gerade gelesen…RIP Bob Pardo. Nickel in the grass!
  23. Ich denke wie im RL fliegt der Pilot nach den Lichtern am Tanker, der WSO ist nur eine kleine Hilfe. In der Nacht sieht der WSO ja noch weniger, kann also gar nicht viel zum Refueling beitragen.
  24. Hi Comrade Dogde, very interesting idea. However somehow it is not working for me with a multimonitor setup. The dot appears on the wrong monitor. I have a 7680x1080 setup with helios on my most right display. There the dot appears, but the f10 map open in the middle screen. I can see your lua call for a camPos. is it possible to edit this position? Cheers LGB
  25. Brauchst du noch Helios Hilfe? Gruß LGB
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