

Phuz
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Everything posted by Phuz
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As a matter of technique, some people establish themselves on final approach with the speedbrakes deployed to the max in-flight <250kias. This technique burns additional fuel in getting you to the runway, but it allows you to simply retard the throttle to idle upon landing. In some aircraft it can also assist in a go-around as the engines are generally spooled up at a higher level in order to maintain the approach speed with the brakes deployed. By far the biggest factors in your landing distance are going to be the speed you touch down at, and the location you touch down at. The speed at which you touch down is going to be affected by your weight and configuration. The location by your skill :joystick:
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Meh, imo the most difficult thing in aviation is getting a job that pays well.
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works like a charm, thank you
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Can't find anything in the training missions or the manual about how to input a gps coordinate into the TGP for purposes of target acquisition. Example: I know the Lat/Lon coordinates of an enemy unit and want to hit it with gbu-12 without slewing for 3 minutes to find it. Any pointers on where to read or how to do this would be appreciated, thanks!
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to my knowledge it works in any mp server it is really quite useful my biggest recommendation is to drop the aim-9s on several loadouts as most missions don't have you hunting aircraft.
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Here you go: Change the FZU39 setting to 'No' and then adjust the timer to your liking. You get to this page from the inventory page of the DSMS.
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correct. to my knowledge nobody has yet come up with a way of creating custom payloads to include cannon ammo and/or chaff/flare loads and importing those settings to multiplayer.
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Yup i mixed up steps 9 and 10, edited the above post and it is fixed now. I would replace both files with your backup before restarting the process, sorry about that.
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I really dislike when people say "think about it" as it implies that the other person hasn't put any thought into what they are saying. Even if someone is factually incorrect, they may still have "tought about it" before making their assertions. Anyhow its an overused cliche that is well past it's time, IMO. Retested and again, still encountering wingsnap on a 42k lb A10 at ~7g with stores 1/2/3/9/10/11 and ~8g with 42k lbs with ords loaded on stores 5/7. Stores used are gbu-10 on 5/7 and 99% fuel for "internal stations" Stores used are cbu-97 on 1/2/3/9 and travel pod on 10/11 for "external stations" (100% fuel) These two test vehicles weigh in within 14lbs of eachother. Maybe it is incorrect programming, maybe it is flawed testing, but I've "thought about it" and this is how it seems to work in the sim. Feel free to test the sim and share your results.
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Custom loadouts verified working in A10C 1.1.1.1. 10 Steps to create your own loadouts for use in singleplayer and multiplayer missions: 1) Apply latest patch. 2) Copy unitpayloads.lua from C:\progfiles\eagledyn\dcsa10\missioneditor\data\scripts 3) Create new folder - call it "backup" or whatever you want. 4) Open newly created folder and paste the unitpayloads.lua in there, this is a backup copy incase you botch the whole operation. 5) Now run the game, and enter the mission editor. 6) Create a new custom mission, add 1 a10c aircraft anywhere on the map. 7) Enter the loadout screen for the a10c and adjust the loadouts available to your liking. You can rename them anything you want, but you cannot assign them categories like training/mix/pgm/show etc.. (to my knowledge) as you could prior to 1.08 8 ) After you are done adjusting the loadouts, save the mission. Exit the mission editor and exit the game. 9) Open C:\users\yourusername\savedgames\dcswarthog\missioneditor and COPY unitpayloads.lua 10) Open C:\progfiles\eagledyn\dcsa10\missioneditor\data\scripts and PASTE unitpayloads.lua (ok to overwrite assuming you already created a backup). If you find that this isn't working for you, replace both unitpayloads.lua files with the backup you created in step 4. edit: verified working 1.1.1.1
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So I've read through several CBU threads here and of course by now most people are aware that you can adjust the RPM of the CBU-87 and also the HOF on the CBU-87/97 and their gps-guided equivalent cbu-103/105. This is all well and good, and it is outlined in the flight manual for anyone not yet familiar with the practice. However, one little item I had not been able to find any information on was the "FNC time" line displayed on the CBU-87/97 inv page. After a lot of self-testing I determined that changes to the FNC time were making zero difference when applied to a standard CBU-87/97 drop at any HOF/RPM setting. Ah, but then I noted yet another fancy little button called FZU-39, yes/no. The manual only briefly explains that the FZU-39 is a built in radar function that these CBU units employ to determine their altitude AGL. Well, I tried to switch it off and sure enough when you select FZU-39 "no" then the "HOF" selection dissapears! Well i'm sure many of you can now see where this is going.. So I loaded up an A-10 (offline) with 5 CBU-87 and 5 CBU-97 and took her for a spin at 25k ft. Switched all CBUs to FZU-39 "no" and FNC time to the lowest values possible. Released the bombs and presto! the CBUs all popped open less than 1 second after release, at 25,000 ft MSL! Needless to say, IRL this would result in one heck of a spread! And in the sim it does too, but only a slightly larger spread than you see with a 3000ft agl burst. And of course, the effect on target is absolutely minimal. But, if you drop 10 of them all within 10ft spreads it makes for a pretty neat light show on the ground. And a bit of lag. Nonetheless, I thought I would share this information with the community as the manual contains zero on FNC time and next to zero on the employment of the FZU-39 yes/no selector. Also a word of caution: When utilizing these methods I highly recommend setting the FNC time to 1 or 2 notches greater than the minimal values. Some CBU bursts seem to result in bomblets travelling upwards which can result in the occasional engine fire or worse.. tl/dr; FZU-39: no FNC: 0.63/0.95
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The wings are snapping off as a result of g-loading and not necessarily airspeed. Increased airspeed, however, when combined with an equal amount of aft-elevator input on the stick will result in higher g-loading. A 50% aft input on the stick results in the same elevator deflection at 200 kias as it does at 400 kias - the only difference is you're gonna be pulling exponentially more G's at 400 kias with that same input. (this applies only to the a10c, not necessarily other aircraft which may or may not have flight control modulation systems) I did some testing and the flight model is very realistic in the way that structural failure is modeled. An A-10c with wings laden with the absolute heaviest ordinance encounter structural failure in this sim at about 3.5g. A clean A10C will encounter structural failure at about 7-8g. Also tested wings laden only on outboard hardpoints vs wings laden only on inboard hardpoints and as expected the aircraft with outboard stores only encountered structural failure first. Strafing technique is going to change from one target to another. Some targets are in valleys, some are in the middle of a desert. Some targets are heavily armored, others are paper thin.. So you can't really apply one hard and fast rule to strafing, but you should always be aware that if your wings are heavy with ordinance there is an increased chance of them snapping under heavy g-loads.
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The wheel brakes do seem a bit weaker than I would expect, anyone with them mapped to an axis have better results than holding down 'w' on landing roll? 8000 feet to lose 130 knots on a 30k lb airplane seems a bit much.
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While daunting at first you do eventually get the hang of this beast, and it is bar none the most complete flight sim on the civilian market today. Welcome aboard!
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Anybody know for certain whether or not motoring to cool down engine ITTs after shutdown helps speed repair time?
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I prefer the 'latch' function on the tgp ctrl page, just press [ins] when ready to begin and fly away. Also check out the IR beam next time you are flying at night, you can't see the beam but when you turn on the NVIS you can. Its pretty cool and would make for some awesome Multiplayer target coordination.
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Yea any shutoff valves associated with a t-handle are going to toggle open/closed based on the position of the t-handle. So, when you put it back those valves will always return to the "open" position - combat damage/random failures aside. The 'motor' function simply spins the engine using bleed air from another source [opposite engine or apu] while not applying fuel / spark. This is the official windmill procedure included with the sim: Windmill Restart. This method will use the bleed air from the operating engine to provide the power to start the affected engine. Using a windmill start will take 6,000 to 8,000 ft to complete because it requires a steep dive of at least 30-degrees. Given the altitude requirement, this is not an option when below 10,000 ft AGL. To perform a windmill restart: 1. Place the aircraft in a 30-degree dive. 2. Set the Bleed Air switch to OFF. 3. Set the Crossfeed switch to Crossfeed. 4. Once ITT of affected engine is below 150-c, set both throttles to MAX. 5. Set the Engine Operate switch of the affected engine to IGN. 6. Once engine is operating, move Engine Operate switch back to NORM. 7. Move Crossfeed switch to OFF. 8. Set Bleed Air switch to ON. My guess as to why it cut out on you is a bleed-air misconfiguration. I've actually had engines fail in flight when I shut down the APU in this sim due to bleed-air misconfigurations as well.
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Generally there is a fuel shutoff valve, a hydraulic shutoff valve, and it seems at least in this sim that a bleed air shutoff is also modelled when the handle is pulled. And you are correct, until you have both pulled the handle and THEN chosen a left / right fire bottle selection no extinguishing agent will have been discharged.
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I've been enjoying many of the improvements that 1.08 has to offer, but one thing has jumped out at me as being abnormal; The rate at which the gau-8 is failing due to battle damage. I understand that its a large weapon and therefore more easily damaged, but does anyone else think that the GAU-8 seems to be failing more often than you would expect after taking even the smallest amounts of battle damage?
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The override switch on the throttle quadrant (in this game) acts as an itt governor. If an engine is healthy, the ITT will remain more or less the same at full throttle when in either norm or ovrd. But, when an engine takes minor/moderate damage the OVRD function allows the engine to run hotter up to about 950*c on the ITT meters in order to increase it's n1/n2 output to a more normal level. When any engine gets above the redline on the ITT gauge you will get RT/LT ENG HOT warnings, but i've cruised around with those lit up for over an hour and no decrease in engine functionality [as of this patch] Basically, a damaged engine needs to burn hotter in order to maintain its full power output. The OVRD switch allows the engine to do that.
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The most frustrating one I had was a CCIP pipper failure, no dmg taken all the way to target and now im dropping CBUs by 'feel'. Still got some kills, but not as many as I would have liked. I've also seen it throw me a random engine fire about 100 feet AGL after takeoff, which is kinda lame since the T-Handles don't light up yet and I had to use external view to see what was going on before I could properly handle the situation.
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CBU-97: Height of Function and target altitude "issues"...
Phuz replied to Bahger's topic in DCS: A-10C Warthog
Try holding your weapon a touch longer with each higher HOF setting. In my testing it seems that the CCIP recticle may be off [short] when it comes to higher CBU HOF settings. Try 300 HOF at recticle on a fixed point and check result using external views. Try 700, 1200, 1500, 3000 each time deploying the weapon further and further after the ccip recticle passes the target and I think you will experience better results. This has been working consistently for me. -
The CBU-87/103 has settings in the inventory page for HOF and RPM The CBU-97/105 has settings in the inventory page for HOF and FOM The manual explains HOF and RPM, but I have no idea what FOM is [appears to be a time value]. Any help?
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FWIW the in-flight method has been very reliable for me
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Vista 64 What advantages exist with playing the game in 64 over 32?