

blkspade
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Which full sim modules you'd like in FC3?
blkspade replied to Katmandu's topic in DCS: Flaming Cliffs
Actually when Belsimtek built the PFM for the F-15C, they mentioned a possibility of it being considered for becoming a full fidelity module. Several aspects of the F-18 systems would apply directly to the Eagle. The Hornets radar was largely built upon the Strike Eagle's which was built upon the C eagle. The eagle (we'd be likely to get) has a few more air-to-air options, but none of the ground stuff (enabled). The link-16/MIDS datalink would also be potentially applicable to the Eagle. The Eagle already has its PFM, and the animations for all knobs and switches are already in place. They claim that the engine start-up procedure is fully modeled internally, it just happens to be auto-start only. So avionics is really the only thing in the way, which could largely be built from what is learned about the Hornet. As you may have noticed most of ED's focus has been on air to ground craft or at best multi-role with no fully modeled Air Superiority fighters. I wouldn't personally care for another module that does more on the ground than it does in the air. So I feel kinda meh about the F-16 since the F-18C covers all its bases while being able to land on a boat. Until CA is fully fleshed out (as well as being usable in a heavily populated server), AG is nothing more to me than knowing the limitations of the AI. Every air engagement I've lost there is something learned about either the jets, weapons, or the other guy, and is usually something they'll only get away with once. I or they adapt or die. -
This is the dxdiag from the carrier related crash. Unfortunately the airborne freeze, hangs indefinitely until the task is ended without generating a crash report. dxdiag.txt
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Here is one for the random freeze while in the air. dcs-in-air-freeze.zip
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So here is a different crash condition. If you try to spawn on a carrier and receive a "Your fight is delayed message", either trying to switch slots or switching to spectator will cause a crash. dcs.zip
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AIM-7 Performance
blkspade replied to HawkDCS's topic in Release Version Bugs and Problems (Read only)
This is a false assumption, because there is only 1 version of each missile and is in no way tied to the launch platform. The missile model is the same when referring to the AIM-7M if you fire it from the the hornet or eagle, only how the radar behaves is different. So on a topic of aerodynamic performance, the platform does not matter beyond the Eagle actually being able to reach M2.0 as a control. -
AIM-7 Performance
blkspade replied to HawkDCS's topic in Release Version Bugs and Problems (Read only)
Since its unclassified, it should be safe to just share on the forum. https://drive.google.com/open?id=17jFGpfatEjUbFChZEER_hMshjjuIgq1K -
AIM-7 Performance
blkspade replied to HawkDCS's topic in Release Version Bugs and Problems (Read only)
^This. Well the document I have references the F-4 and F-15, from 1977. Its not as if the distance an air-to-air missile would have traveled upon reaching the ground is particularly useful information. I tried doing this against both an AI A-50 (set to its top speed) and a Mig-29 (Mach 2+) while doing Mach 2+ myself at 40K. In both scenarios the missile will fall below mach 1 before covering the distance, which is less than launch range considering the closure. The document also lists a 22nm sensor range on a 2m^2 target, but that detail is little more confusing, since the missile guidance section indicates proportional navigation and semi active guidance on continuous wave or pulse doppler. If its not being terminally guided off the rail at max range, the missile will always be inside that range by the time it is guiding on the beam, unless they are accounting for signal strength and/or range from the launch aircraft. That seems to be closely tied to the F-4s radar capability, and the F-15 has a much better radar. In either case launching at less the 30nm should leave plenty of excess energy for intercept. The 40K co-alt M2.0 charts are clearly limited to the 22nm sensor range, while the sea level chart still expects a 20nm intercept at M0.9. -
AIM-7 Performance
blkspade replied to HawkDCS's topic in Release Version Bugs and Problems (Read only)
An official unclassified document with details about the AIM-7F, that states the aerodynamic range of 53nm. The in game missiles bassicaly start falling out of the sky long before traveling that far. It seems logical to think the -m variant would be at least on par. -
This. Top Gun is quite literally the reason I both play flight sims and guitar.
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There seems to be a crash with the Hornet period. While I fly with the rift, most of my squad mates do not. On 2 different occasions while flying formation in the Persian gulf, we all just started crashing a couple minutes apart from each other. The first day it was like 5 of us. Today a few minutes ago as a 4 ship one after another we started crashing. The last man left decided to turn around and go back to the boat, but 2 mins passed and his game locked up as well. I don't think its related to GPU temp because I used to have a separate issue where I would get massive stuttering when I reached throttling, but got a new case with better airflow that completely resolved that to where I never reach throttling anymore.
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AIM-7 Performance
blkspade replied to HawkDCS's topic in Release Version Bugs and Problems (Read only)
I know that you can in fact hit non-maneuvering targets at 26nm with the AIM-7M in the game with either the F-18 or F-15. You can't even fire beyond that range (Rmax) in the F-18 no matter what the closure rate is. Perhaps that'll change when they implement the lofting logic. also, it does seem as though there is only 1 AIM-7M in game that both jets share. If the target evades you'll certainly miss, mostly due the radar not maintaining lock which may be partially induced by chaff. The absolute best you could hope for against a defending target in the eagle with Aim-7s is about 18nm. 15nm against a human that won't turn cold or beam against your high energy shot. There is a huge problem with the drag considering a 40,000 launch should get as far 53nm before it can no longer manuever, yet only gets about 25nm. Interestingly enough in its current state the AIM-7 has better kinetic performance than the AIM-120B. -
From the NATOPS manual: 8.2.4 Hangar Deck Operation. Occasionally the aircraft is manned on the hangar deck. Follow the same procedures as those concerning flight deck operation. Tiedowns shall not be removed from the aircraft unless emergency brake accumulator pressure gauge indicates at least 2,600 psi. The emergency brake shall be used for stopping the aircraft anytime it is being moved while the engines are not running. If the aircraft is not already on the elevator, it will be towed or pushed (with the pilot in the cockpit) into position to be raised to the flight deck. Close the canopy, ensure tiedowns are in place, and put the parking brake on anytime the aircraft is on the elevator. The signal to stop an aircraft that is being towed is either a hand signal or a whistle blast. The whistle signifies an immediate or emergency stop. Leave the canopy open and helmet off to ensure hearing the whistle; keep the plane director in sight at all times. If unable to see the plane director, or if in doubt of safe aircraft movement, stop the aircraft immediately.
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It also effect mirror resolution. If you don't use every frame you'll notice stuttering in the mirrors.
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Is there any news of a carrier system that doesn't allow players to spawn on top pf one another? This issue has existed for 8+ years already and its absolutely stupid, and frustrating.
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F-14 May Development Update -- Campaigns & Content!
blkspade replied to Cobra847's topic in DCS: F-14A & B
Thanks! -
F-14 May Development Update -- Campaigns & Content!
blkspade replied to Cobra847's topic in DCS: F-14A & B
Also did a cover of Danger Zone some time ago. -
Well there is at least one declassified document about the AIM-7F that claims it has an aerodynamic range of 53NM, yet a co-altitude launch at Mach 2.0 40k' of the in-game AIM-7M gets half that before starting to fall out of the sky.
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anyone have real F-15 hud tape of landing?
blkspade replied to Baz000's topic in F-15C for DCS World
The ground effect is definitely there. You are likely crossing the threshold too high and/or flaring too early. If your on AOA, glance at your VVI before flaring. If you're somewhere north of -600fpm you're in for a hard landing. Landings are much smoother flowing the above guidelines if you're at or below -500fpm before the flare. -
Windows 10 update wasn't/isn't the problem. Somewhere between a DCS update and viacom update some LUA files failed to update. Deleted them and ran Voice Attack as admin to fix.
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Actually the 970s are looking cheaper than the 960s for the same storage, likely from better yields as compared to the 960s.
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Honestly unless you're going to be doing any tasks that can benefit from the additional bandwidth of NVME (or you're an enthusiast with money to burn) , save yourself some cash and just get a larger standard SSD even if its in the M.2 form factor. If DCS storage is your main focus, NVME doesn't seem to offer much for DCS especially in multiplayer. Save up for a 1TB like https://www.newegg.com/Product/Product.aspx?item=N82E16820147678
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F-14 May Development Update -- Campaigns & Content!
blkspade replied to Cobra847's topic in DCS: F-14A & B
This is the best way I can express my excitement. -
To you MP competitive pilots, how is VR vs TrackIR
blkspade replied to falcon_120's topic in Virtual Reality
I always pick every frame as opposed to not, because the mirrors stutter if you don't and I can't stand it. -
To you MP competitive pilots, how is VR vs TrackIR
blkspade replied to falcon_120's topic in Virtual Reality
I occasionally move the settings around to test things, but in this video I think everything was on high except shadows on medium and terrain shadows on flat (or off) GI off Terrain low. Pixel density on 1.4 with 2x MSAA, 8x AF. 512 Every frame for cockpit displays, which basically means mirrors in the Eagle. -
To you MP competitive pilots, how is VR vs TrackIR
blkspade replied to falcon_120's topic in Virtual Reality
I fly in VR only now since getting the Rift and stream every now and then, and am absolutely competitive with it in MP. I can see most bandits just fine at range against the sky, its hard against the terrain but that was always the case with a monitor as well. F-5s and Mirages tend to be really hard to see, but get killed all the same. Top of the scorebaord at the time in the video after 6+ hours of flight, with basically 1 death per hour.