

bkthunder
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Everything posted by bkthunder
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Don't forget the engine spool times at lower altitudes are off by 250% compared to the real F-404! This must be fixed also as part of the FM changes!
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bump also, this is kind of important.
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[REPORTED]elevators on tail boom not synchronised to cyclic pitch
bkthunder replied to Rifter's topic in Bugs and Problems
Thanks for the bump, any news? Been broken for a few years now. -
Not the original report (not sur where that ended) but here is one: [REPORTED]elevators on tail boom not synchronised to cyclic pitch - Art Issues (3D/textures/animations) - ED Forums (eagle.ru)
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it was reported years ago
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yep
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Are we going to see a fix with 1.2.7? EDIT: just to add more debug info, I am pretty sure this is a bug with the nozzles behavior. It's basically as if at the MIL detent there's a switch that only closes the nozzles, and at the IDLE detent there's a switch that opens the nozzles. In fact, going from IDLE through basically 99.5% of the throttle range (excluding after burner), the nozzles only go from 55% at IDLE to about 38% at 100%RPM (again, just a hair before full MIL power). So they stay open all the time. Conversely, once you hit the MIL detent, the nozzles close up to 10%, and even if you throttle back all the way to 80%RPM, they still stay closed at 10%. Hence the increased thrust, EGT and fuel consumption despite the same RPM.
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The UH-1 has moving tail-planes, and I swear they did move until a few years ago. Is this just one of those never-to-be-fixed bugs?
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HELP!!! Tm throttle screwed after calibration!
bkthunder replied to bkthunder's topic in PC Hardware and Related Software
Glad you fixed it! I was panicking as well when it happened, I thought I had bricked the throttle! -
HELP!!! Tm throttle screwed after calibration!
bkthunder replied to bkthunder's topic in PC Hardware and Related Software
Guys, I went back to this topic and reconstructed what did the trick: Calibration tool 1.07 is what I used (out of date or not, I don't know, but it worked), however, the tool I downloaded was missing a file called "A10_calibration.txt" No idea how I got to it, but somehow I managed to make / find such file. 1. VERY IMPORTANT: extract the tool to a folder and make sure in the .rar file there is a file called A10_calibration.txt, if not, here is the file. Save it in the same folder as the calibration tool. 2. Run the tool and follow the instructions Basically, the file A10_calibration.txt is telling the tool where the axis centers are. Without it, it completely screws up the calibration and there is no way to fix it in windows, because I believe the calibration is saved in the memory of the throttle itself! Hope this helps! A10_calibration.txt -
Been reported and acknowledged by ED years ago and repeatedly thereafter. The current max ITT is too low and based on values from an UNINSTALLED engine. Several RL A-10 people (crew chiefs and pilots) have reported this but despite all the proof and efforts done by the community to inform ED and to provide substanital data, ED hasn't fixed it. I was hoping they'd fix it in A-10II, given they had agreed to correct the FM, but as usual it was rushed out without much of an afterthought for the this long-standing issue. Same thing with the windmilling engines producing way too much HYD power...
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F-14A top speed with loadout? Can't even reach Mach 1
bkthunder replied to bkthunder's topic in DCS: F-14A & B
Now it makes more sense... has it been reported? -
Should I be worried about the pilots in the Hind
bkthunder replied to Rogue Trooper's topic in DCS: Mi-24P Hind
Never understood what's so difficult in giving the player the OPTION to have the pilot body or not. Everyone is happy. It just doesn't make any sense how some modules have the pilot and some don't. As early as 15 years ago (or so) when black shark was released, it had a pilot body, but then the A-10 still doens't have a pilot to this day! Some consistency would be nice. -
Not sure if this is a bug or if it's accurate, but I just took an F-14A to 38k feet and couldn't get past Mach 1 in full A/B. Loadout: 4x Ph, 2x AIM-7, 2x AIM-9 and 2x tanks Standard DCS day and weather. By comparison, in the F-14B (same scenario) I reached M1.7, and in the F-15 M 1.8 Seems a little strange that the A model is so under-performing, am I missing something?
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Lol, sorry to break it to you, but they only fixed half of the massive wind bug after years and years of reporting it. Their priorities are launching new early access products, fixing old stuff doesn't bring any money (or so it seems)...
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I honestly can't believe this is such a hard thing to fix. It's been known since ages, and still we have the wrong airspeed values being displayed on the HUD in all modules. At high speed and altitude there's a difference of as much as 200+ knots between what's displayed on the HUD and the actual CAS that ***should*** be shown instead. I like the new clouds and all that, but can we at least get our basic flight instruments to work correctly??
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Will it be fixed before the Hornet is "out of early access"?
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So this was reported already many times and according to NATOPS and video evidence posted here, the spool times are too slow. And it makes sense that the Hornet can't really be the only airplane of the era that has spool times 3x longer than any other (e.g. F-16 ~3 seconds, F-15 ~3 seconds, Mirage etc.). F-18 currently takes 10 to 12 seconds from Idle to full A/B. @NineLine has this been raised with the team? Thanks
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Do you know that you can place any number of animated crew in Mission Editor and create a life on the carrier yourself? Yes, however I don't consider a few stationary figures hand-placed here and there to be a "life"
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Thanks for the info!
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Thanks to the free week (which is GREAT!) I had a chance to try the SC module, as I have been eyeing it for a while now. I just want to share some thoughts and this isn't, by all means, intended as bashing. What I enjoyed: - the correct size carrier. Although we shouldn't have to pay extra to have a correct size carrier at all, and the free Stennis should be fixed!! - the catapult crew that helps lining up - The carrier 3d model and details - The catapult views, even though I wish they were stabilized on the deck, so you don't see the pitching. What disappointed me: - the ATC is didn't seem very consistent. The text-to-speech voice of your pilot is breaking the immersion and AI aircraft didn't seem to respond in the proper way (e.g. the wingman forms up and then drops back in a sort of trail formation before the overhead break...). - In general, I expected the deck crew to provide a huge immersion boost, but in reality it very quickly became a pretty simple, scripted animation, that overall felt quite sterile. Animations need polishing and are a bit funny at times, like when all of the men spring into action at exactly the same time, but the truth is, there just isn't any life or anything happening except at the catapult. Overall, at this stage I just didn't see a reason to spend 30-40$ for a glorified 3d model and some animated crew. Yes, it's all nice to have, but when you compare it with an aircraft / helo module, the SC is basically the wallpaper while the aircraft is the party. The ATC should really be part of the core sim and it doesn't show any outstanding features that warrant paying extra for it (i.e. it isn't even nearly on par with the ATC from that other old sim). The unclear roadmap also doesn't help to understand what will be implemented in the future, but hopefully once all the bells and whistles are there, this will truly provide a new sense of immersion. EDIT: let me add, it is no easy task to really convey in a game all the noise, adrenaline and controlled chaos that a real carrier deck is, and probably the SC in DCS is the best attempt so far on PC, but I feel it's not there yet.
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How can I avoid it? It just starts to spin around and literally f**** up every shot
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Might seems like a small thing, but if you are flying realistically while your opponent pulls the paddle and turns at 9G, you have no chance whatever you try. So agree on the rules, if he/she uses the paddle, then you will have to use it too or find someone less arcadey. Also, due to the unrealistically slow engine response in the Hornet, if you don't use the paddle you have a big risk of going too fast: e.g. you are turning at 370 kts in full A/B, as soon as you drop the nose a bit it'll start to speed up, and by the time you pull back on the throttles and the engines react, you'll be well after 400. Now, if you use the paddle, you can easily increase the g and actually use the extra speed for more g and turn rate, but if you don't use it, your turn rate and radius become much bigger and the only thing you can to is to slow down (you are already pulling max g of about 7.5). Unfortunately, again due to long spool-up times, when you throttle back you risk bleeding all your energy and finding yourself near idle with speed brake out at 200kts, and it'll be about 10 seconds before you're in full A/B again. This bug makes it extra-tricky.