

atsmith6
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Everything posted by atsmith6
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Hi All I'm trying to work out the ranges for the missiles used by the Mig-21 but can't find the relevant data in documentation or forums. I accept I'm probably being a noob and not looking in the right place! This is what I've managed to find so far (and I have no idea whether it's correct or not): [TABLE]Missile|Range(km) R3R|1-7 R3S|1-7 R55| R60|1-4 R60M|1-4 RS-2| [/TABLE] I have no idea whether the above numbers reflect the effective values as implemented in DCS or the real world for that matter. Any further information to allow me to make more effective use of the good ol' 21 would be greatly appreciated. For any replies please let me know whether your info is pertinent to the DCS implementation or from another source. Kind Regards
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I had no idea about this. Till now I've been reducing the throttle to idle just prior to touchdown. Will try to counter this habit in future Mig-21 landings. Thanks for the detail
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Situational awareness: any tips?
atsmith6 replied to blackbelter's topic in DCS World 1.x (read only)
Here's an exercise that changed everything for me. Please note that it pertains to flying DCS with TrackIR. Air-to-Ground: Use a simplified plane like the SU-25 / SU-25T. You want to focus on SA learning only. Create a mission with enemy BMP's as well as one SA-18 hidden in a town somewhere 20+ miles from your airbase. Navigate to that waypoint by flying along the radial from your take-off airport. Not directly to steer-point. This is important in helping you learn to know where you are relative to something else. I found that using modern sensors prevent you learning good SA as they act as a crutch and so your brain doesn't recognise the need to learn. Now when you successfully get there, try find and destroy all the units hidden among the buildings with your guns only. Hint: Use zoom in and out to compensate for the fact that the resolution of your screen (even if it's 4K) is lower than your eyes and anti-aliasing effectively erases very far objects we'd still see in real life. At first I found this exercise almost impossible. The first sight I got of the enemy was the incoming missile smoke path because I got too close. After a while I started to recognise the visual cues that gave away enemy positions. More importantly, in the beginning when I would find the enemy, I'd look away for some reason (like flying) and then they'd be gone! Once I'd done this for a little while my brain finally clicked it needs to know where it is relative to known spots on the ground. Now I can look away for extended periods and have no problem getting my eyes right back on the enemy. Air-to-Air: This was a big one for me. Every time I looked away I lost my opponent. So I created a TE with the F-15 (again, simple plane to focus only on SA practice) vs a SU-27, and started dogfighting with the following rules: I may not shoot (intent is extend the fight so you can practice finding the enemy); Once I know where he is I must look away for 2 seconds, then re-acquire him. Again, in the beginning this seemed impossible. Now I can look away for extended periods and find him again in a second assuming he didn't change his flight path too drastically. The above two exercises completely changed my abilities to fight in both DCS and Falcon BMS. Interestingly once I had good SA without the sensors, I found that my ability to use the sensors effectively improved enormously and they became an advantage rather than a crutch. Hope that helps in some way. -
Hi chn6 I've found that if you touch down, then keep the nose up 5-6degrees to air-brake to around 200 (no wheel brakes yet), then deploy the chute, you can keep the jet straight with about 1/2 rudder deflection while braking. Make sure the nose wheel braking is enabled and prepare to drop the chute as soon as you hit around 50km/h. This works for me in some pretty intimidating crosswinds. Hope that's useful
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I noticed this in the Mig-21 distributed with DCS build 1.2.14.35734. I don't know whether it occurred in earlier versions. The bug has thus far only appeared for me after landing. While taxi-ing at about 50km/h, sometimes when I tap the brake to steer the AoA guage needle moves instantly to the maximum value and the SUA warning lights start to flicker. Once, I've managed to get this to stop by tapping the brake a few times, but all other times it continued regardless of any efforts and I couldn't get it to stop. While I obviously don't know the underlying code the behaviour seems to hint at an overflow or NaN resulting from an unexpected or out of bounds input value. Of course, ignore this last bit if you prefer. The bug just feels rather familiar, like some I've written myself in the past. Hope this is useful.
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Hi razza1974 I've been pretty much doing this today so may be able to help. I set up a near zero visibility mission (400 m vis thick fog). Here's the procedure that worked: - In Nav mode fly the command steering to get on course while descending to 900m AGL - Extend gear and flaps and trim by about 35km (gave myself room because I'm learning) - While maintaining runway heading with Nav at 900m AGL 500km/h. - Watch the DME readout - At DME 23km switch to Landing mode. Using this method I had the signal every time I switched to landing mode. At that point I'd engage either director mode or auto-landing mode. It's worth noting that I often had to press the director mode button three or four times before it stayed on. What I was doing previously was to use cloud penetration and the NPP to get inbound, but my mission has winds so when I switched to landing mode I was too far to the left or right to catch the ILS beam so absolutely NO signal. The above procedure works, and is straight out of the manual. Like I said, hope that's useful.
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Thanks again to both of you xxJohnxx and Art-J
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Excellent. I appear to have missed that. Heading there now. . Is this a bug, or related to how they work? Does hitting the Cancel button unlock the TDC gates again?
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Thank you xxJohnxx very much for the quick reply. That's really helped a lot! Also, many thanks for the videos you made. They were invaluable in getting me over the initial hurdles of getting to grips with this aircraft. For me, and I'm certain very many others, they have been invaluable. Kind Regards
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I'm in the process of learning the cockpit in depth and have come across something not covered by the manual - or at least I can't find it. The radar & countermeasures panel has four countermeasures buttons (or literally 'radar interferes' by the labels): - Continuous, - Temporary, - Low Speed, - Passive. Are these implemented yet and if so is there anywhere where I might find documentation on using them? If they are not implemented yet, are there plans to do so or should I forget about them in the context of the DCS mig? Many thanks in advance. The effort involved in learning this plane thus far has been nothing but a complete pleasure.
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Ahh OK. Many thanks Maverick. Much appreciated :)
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Is it currently possible to do air-to-air refueling with the IL-78M while flying the Su-27? I can find a vector to tanker call in the options [LWin-I] but nothing else. Any help or enlightenment would be appreciated. Many thanks.
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I want to second that opinion. I've played around flying the SU-27 for a few hours now. Even in Beta I'm finding that flight model a delight to fly. As a "hard core" enthusiast that moans and groans about non-clickable cockpits etc, I can say that the flight model alone has meant I'm going to spend a lot of time in this pit. Well done everyone behind this implementation. Something to be very proud of. I look forward to the completed model with presently disabled bits fully active with enormous anticipation! :)
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Low / Normal RPM switch on collective
atsmith6 replied to atsmith6's topic in DCS: Ka-50 Black Shark
Thank you AlphaOneSix and ShuRugal Much appreciated! -
hey All Climbed back into the KA-50 a few days ago and was again instantly hooked :) However, a question has been in the back of my mind and won't leave me alone. On the collective there is a low / normal RPM switch. If it's on the collective and not some obscure panel I assume it's either important or useful to normal flight. My question is, when is the correct time to switch to the low RPM setting and why? What type or phase of flight is this switch meant for and when would a RW pilot typically flick it to low? Any wisdom would be greatly appreciated.
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Hey PTR-Badger Quick note. I've had Google Chrome screw up large downloads for me, and when I checked it on the web found that others had this problem too. As a result when the files are large I use Firefox if I want to download it via the browser, or a torrent downloader if a torrent is available. I don't know whether you're using Chrome or not but thought there's a reasonable chance you're having the same problem I had. Hope that helps next time you have this sort of issue.
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Wow, fantastic answers. Many thanks cminer, Mobius_cz & kubanloewe!
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Quick question for the FW-190 experts out there: Do we know what the Dora's maximum endurance and maximum range RPM settings are? It would be great to be able to set my engine appropriately based on the mission criteria ensuring I still have enough fuel to fight when things get hot. If these numbers require specific altitudes that would also be good to know. Thanks in anticipation :thumbup:
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DCS P-51D Landing Physics and Ground Handling
atsmith6 replied to midnabreu's topic in DCS: P-51D Mustang
Thank you midnabreu for starting this thread, and to everyone that replied in a positive manner. Reading the responses taught me a lot about landing these tail draggers and the role of CoG at the point of touchdown. Until now I'd basically figured out the three point landing for myself from a comment I heard or read in the past where the phrase that stuck was "hang it then drop it". However. I could never figure out how to do the two-point landing because I didn't realise that what was happening was the momentum dragging the tail own and increasing AoA resulting in ballooning. It's trivially obvious really but I was just being an idiot and not thinking it through. For those of us who are less in the know the conversation (and many invaluable accompanying videos) has proved to be very enlightening indeed. -
While flying multiplayer last night a friend and I noticed the following problem: When firing the under wing gun pods, the sound of the other players gun pods does not terminate. This happens from both the perspective of the person hosting the server and the client connecting to the server and was tested over separate flights where it happened every time. The sound of your own firing does terminate normally for you, but again, not for the other players. The only way to stop the sound of constant firing is for the other person to just out of their aircraft. It appears that the multiplayer environment may send a "start sound" signal to the other connected machines when the trigger is pulled, but is then failing to transmit the "stop sound" signal when the trigger is released. Hope this helps
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Thank you Cobra. Very much appreciated!
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Ok, I've tried it all. Checked my simulation level is on sim. Checked my G-Effects are on simulation. I can cause the pilot to black out by pulling high G quite easily as expected. But if I do a full left deflection at speeds from 400 to 1100 I get no red-out. Don't get me wrong, the plane is spinning fast enough to make me (the player) decidedly dizzy purely from the visual element, but no red out at all. No idea what I've got wrong.
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Ahh ok. I didn't try at 1400. Many thanks, I'll give it a try :)
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I saw it demonstrated on a youtube video that this Mig's roll rate was so high at maximum deflection that the pilot could black out. However when i tried (at 600km/h and again at 900km /h) I couldn't induce a blackout effect. Also the plane rolled left faster than right. Any ideas on why the two above points may be?
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After my first few hours in the Mig I can comfortably say that this is a truly superb simulation. You guys have really set the bar for others to follow. Well done. Worth every penny.