

VIMANAMAN
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Everything posted by VIMANAMAN
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looking real good - as usual!
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Nice Konrad, you made short work of him! Nice shooting. My shooting is coming along nicely, but that was tidy dude! My fights are almost always more drawn out than that, partly because I use a DIY mission with more spacing and alt, but mainly because my marksmanship still needs to improve :music_whistling: Will post a track also when I have a mo.
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:) Most definitely, the FW190 would be my ideal choice for a good fight :D The 262 might be a touch too masochistic, but it would be a lot of fun trying to spot them from up top and zooming in trying to lead them in a high speed dive :D Wouldn't it be awesome if we had the FW190 as the next flying legend - how busy would it get around here!!!!
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I've not heard of one mate - but my old brain manages, unlike with the A10C or the Shark. The 51 is so simple there's really not that much to remember once you boil it down (relatively speaking of course). I scribbled down the start procedure and T's & P's, trim settings etc., when I started but there's not much else to it - the MP & prop settings for cruise, max continuous, etc. are on a plate in the pit (together with max speeds v alt). I've got the basics / critical stuff mapped to my HOTAS (such as sight controls and trim) and that uses less than half the buttons / switches available. If you can invest some time in getting to know this 51 then you'll be repaid with interest :)
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@ Konrad Sorry Konrad I misinterpreted what you said - nice going :thumbup: I got my first couple of AI 'excellent' kills yesterday after revisiting BS2 for a bit and then getting back into this, it aint easy, as you say, but very satisfying and great fun. - @ Merlin :) Yeah it's really tough to shake the AI off your 6 - but then the more I practise the more I realise how 'easy' it is to stay on the 6 of an AI opponent (once your there that is) - the difficult bit is getting there in the first place. And again the more I practise the more I only shoot when I'm going to have a high probability of a hit so I'm not so confounded by the highly accurate AI shooting, as I used to be at least. (doing a split S lowish to the ground usually persuades the AI not to follow...(EDIT certainly if he's carrying excess speed END EDIT)) Amen Brother! Bring on the day!! - It really would be great if a simplified performance degradation could be implemented for AI as they're damaged & the damage model could include losing control surfaces! It would enhance realism no end! ...But I know priorities, and performance limitations, etc, etc.... when you can is good enough ED.
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Yeah know the feeling! You'd think you'd have the upper hand, the EA's all shot up, but I make a mistake and he still comes after me like the terminator & shoots me down! :) It would be most excellent if the AI's performance reflected it's level of damage, as it does with the player AC - in a simplified way at least. And also if the vulnerable parts of the EA, such as ailerons, etc. were damaged / lost from gunfire, and not only collisions as it seems to be at the mo. It does seem as if the P51 model is too strong at the moment. Unless it's the players machine, with all the detailed systems, in which case it's probably about right, I guess. To destroy one on the ground in a strafing run you have to give it about 3+ seconds of continuous accurate fire!? (and I'm not talking about a 'static object'). But they do burn nicely when you hit them right both in the air and on the ground so stick at it Konrad Friedrich, but you have a good point!
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Nice one Zoso! it aint easy is it! Fine choice of music also!
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Hey Manuel, I don't use any curve settings and I get on just about fine most of the time (after lots of practise). You no doubt know that the tighter the turn the higher the drag / slower you'll get. But regardless of speed and as you're finding the high turn limit is when you get a vibration (the stall buffet) quickly followed by the Stang not wanting to fly anymore... You need to find this edge (the vibration) VERY sensitively, and not cross it, or at least not bash through it. If you approach this 'vibration edge' carefully enough then you can stop pulling at the first hint of it and 'hold that pull' - you're now achieving the highest possible turn rate for your speed / power / weight (nothing personal :)). You will however be bleeding speed quite quickly but thats another story. If you go beyond this point and it starts to stall, a very quick TOUCH of nose down AND (if necessary) opposite rudder, will have you back and stable - a very gentle touch and lots of lovely practise is was worked for me. I squash a few accelerated stalls in my vid in this thread, (post # 166) - at around 1min 50 secs and 7min 25 secs if your interested. Your keeping the ball dead centre, that's essential - nicely done!
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DCSW/FC3 3-D/Windows control & graphics issues
VIMANAMAN replied to Bahger's topic in DCS World 1.x (read only)
Likewise, problem solved! Simples! Big thanks d.burnette! Must pay closer attention to the forums... -
DCSW/FC3 3-D/Windows control & graphics issues
VIMANAMAN replied to Bahger's topic in DCS World 1.x (read only)
Same here. I can work around with ALT+TAB back to windows then reopen from the task bar, but it's a pain in the 6. I use DCSW: 51/BS2/CA and it happens 95-99% of the time, in all mentioned modules, for me. -
Thanks Fakum & Sobek - this has been very unclear at best until now - that has helped a great deal. I'm guessing running cold doesn't do engine harm - yet - and wont for a while? And drag in DCS P51? I heard somewhere that the actual P51 air duct system actually produced thrust rather than drag (under specific circumstances) but if true I'm sure it was insignificant.
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Yeah very interesting thanks a lot.
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Nice Nirvi, very nice!
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I don't know what the different symbology on the fixed sight means either - I guess some web research is required - will let you know if i find out - dito if you find out. I don't think there's a right or wrong answer to this, but I find the most controlled and accurate way to strafe is from about 3-4k ft AGL, in a 30-45 degree dive - I read this somewhere as well - And if you're expecting some return fire... drop the sight a touch below the target until you know you're in range then slowly walk the sight through the target. The enemy gunner has to lead you slightly in this case - a harder shot. Having said that I then stay very low and if another target should present itself then I do as Jona33 does. Apparently the best evasion egress (against visually guided enemy guns anyway) is to initially stay very low then quickly break left or right, and then again fairly quickly climb reasonably hard whilst turning in the opposite direction - making a 'S' shaped manoeuvre - (EDIT: 'S' shaped from the gunners point of view - end EDIT) - if performed properly then a gunner trying to predict your path with lead, will need luck to hit you.
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When pulling It's essential to keep the ball centred - i.e. no sideslip / equal aerodynamic flow / drag with each wing. AND you must remember the 51 has far more elevator travel than is required (at high speed anyway) to manoeuvre to the edge of the envelope i.e. a delicate touch is required as Rock says - practise finding the high speed stall buffet / vibration with the ball centred pulling at highish speed. And remember not to exceed much over 7G or the wings will part company :)
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Just checked what I've got and my downloads have been wiped by my friendly IT man :mad: I did have them all! Sorry V
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Well I'm loving this new AI - I'm either totally imaging it or the AI now does have some proper G issues to deal with. Am working my way slowly up the Skill levels - this took all afternoon - my shootings getting better believe it or not! And if I ever let the AI go down the left I've had it:) Yo-Yo It sure would be good to see a vid of the epic 1v2AI you described a day or two ago - sounds like some awesome flying. Oh and by the way - was reviewing old version vids and why not bring back the FULL cockpit plexiglass shadows and reflections - that was SO realistic!! Seriously - maybe toned down a touch but it was GOLD visually! Chill31 I don't think the AI suffer from overheating yet?? but either way this shouldn't matter - you can keep up with it (on the Avg / good skill settings anyway) with only a little over max continuous and the rads fully open - so long as you practise a lot. I'm saving FMP & WEP for when I really need it :(
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Hi Chardly38, Hope you got my PM reply - don't use that much - just in case... Will check out what version I have and will come back to you about midday ish GMT. If it''s the right one I'll upload to site as directed after letting you know. Cheers V
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If that's the version before the auto updater came along I believe I have both World and 51... ...but then I wouldn't know how to even to start trying to upload it to you?? If you know how, let me know, and I'll double check I have what you need...
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Yeah the wind direction is still confusing me as well, after a qiuck ME design I often do a dry run looking for chimney smoke to double check, and I like a lot of us have been using DCS for years. Not sure why it's opposite in ME?
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A Site with lot's of good sources of information...
VIMANAMAN replied to Anatoli-Kagari9's topic in DCS: P-51D Mustang
Hi Jcomm - they look like some interesting titles! I'll have to look some of them up - what site did you find them on? -
So we now have properly different skill levels!
VIMANAMAN replied to VIMANAMAN's topic in DCS: P-51D Mustang
For anyone in doubt the AI most definitely has a blind zone - as illustrated! Oh and re the 'over-sensitive elevator' leading to over control and high speed stalls. I remember the ED team telling us this was how it should be, but i wasn't conviced - today I lost an elevator for the first time in a high speed dive - and wow did I get what they meant! I could almost keep on fighting on just one due to the extra available range! This Sim is awesome! Period Right, I guess I'm a bit pissed about the SIm HQ review - so will shut up now!:( -
So we now have properly different skill levels!
VIMANAMAN replied to VIMANAMAN's topic in DCS: P-51D Mustang
And if I'm not mistaken we have AI G lock - which is nice. (although this must have been introduced in the previous version as this is what I thought was an increase in 'AI PK'd). Definitely less accurate gunnery from the lower skill levels. together with the whole actual 'skill' settings, (this is definitely 7570). And player swings in the parachute harness (don't know which version here but it's new to me - good animation!). Excellent stuff ED - SimHQ don't not what they're talking about. -
Have been practising dogfighting with my DIY 1vAI mission... and as soon as I auto update to 7570 it's suddenly become a lot harder! Previously in this mission (skill set to 'High'), using a 'corkscrew' I could nearly always get on his 6 after the merge. But no more! After a slightly frustrating hour, I changed the skill level to 'Average' in the ME, and low and behold I could find his 6 again. Previously as Viper informed us, the skill setting only altered the range the AI can detect you. Seems 7570 brings some more flying skills to the AI - on the higher settings - which is good! (not that I can defeat it on 'High', but it's still good:)) I can't say if the deadly AI guns are now 'graded in terms of skill setting', but I did evade some bursts, but this was certainly possible in previous versions. Can we have more information on what the skill settings now do please?
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How's it going with 1.2.2 AI dogfighting?
VIMANAMAN replied to VIMANAMAN's topic in DCS: P-51D Mustang
Nice recoilfx. Very nice indeed!