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Holbeach

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Everything posted by Holbeach

  1. DCS, Gazelle, using collective to roll inverted. Polychop have recently added this effect to the FM, whereby a rolling motion is introduced when the collective is used. This is what happens with the SAS and gyro turned off. No other controls are used to make the roll or remain inverted. An autorotate is performed with low rotor energy, without using the rudder and minimal use of the collective. Version 1.5.7.11762. (Note. The second part of this vid is only me practicing autorotation) ..
  2. Conclusion. No SAS, no gyro, no trim, stick centered, rudder centered, flight straight and level, hands off. The only change I found with the updated FM so far, is with this rather curious rock and roll effect that the collective has. Down will produce a roll to the right and up, a roll to the left, if done fast enough. If you travel S&L at a fast speed and lower the collective with all controls centered, a complete 360 deg roll will occur, level off, add power, then carry on. If at the 180 deg point you raise the collective slightly, you will now be in a stable inverted condition. The engine will cut out, but you will have full control including hands off. Not of much practical use, but what we don't want is one more method to perform an unnatural act. Roll or loop upright, then perform an autorotation and land without further damage. ..
  3. The facts, not emotional outburst, reproduced for clarity. Some Gazelle FM changes have been made, so here are my findings from before (1.5.7.101) and after (1.5.7.10872), testing, using a template I fly after every update. Attitude - pitch /roll, 0/0, no SAS, no gyro, no trim, stick centered, rudder centered, flight straight and level, hands off. ..........................BEFORE............ AFTER Speed @ 0 pitch = 69 kts...............65 kts " , -1 deg. speed = 82 kts............... " , -2 deg speed = 94kts................98 kts " , -3 deg speed = 98 kts...............100 kts " , -4 deg speed = 106 kts.............109 kts " , -5 deg speed = 114 kts.............111 kts BEFORE Direction, pitch/bank, will remain constant, even if you pull collective repeatedly, top to bottom. Rudder not used at any time. All conditions remaining the same. AFTER Collective down will produce a roll to the right. Collective up, a roll to the left, but used gently, no roll is produced and direction pitch/bank remain the same. Collective dropped quickly top to bottom at high speed and a complete 360 roll is produced, engine might cut out, recover upright and do an auto-rotation with no damage. INVERTED FLIGHT Before. Roll inverted @ 10,000', perform left and right rudder turns, 360 left and right rolls, forward and backward loops, hands off stable descent to 1,000' and land normal without damage. After. All the same except engine cuts soon after becoming inverted and an auto rotation is performed without damage. TRANSLATIONAL LIFT Lift off and accelerate to 60 kts in a straight line without using the cyclic or trim. None detected, before or after. Roll/bank remain constant at 0/0. Lift off, travel to a rooftop, land, lift off and travel back to starting point, without using cyclic or trim. Before and after, same. Hover at 1,000', drop collective fully and rapidly, descend vertically, needle off clock, at 10' pull collective and land without using stick (or with stick, if you prefer). Before and after, same. That's the story so far. No conclusions are drawn. ..
  4. Holbeach, thanks for the alternate viewpoint on the RN-28, are there included standalone or campaign missions that are based around delivering it? I think the Mig-21 is outstanding, but I only use it for ground attack. You're missing out if you don't get it. I can't use the RN-24, as I get destroyed with the target, (about the same time Magnitude took over), but the RN-28 is still usable. I only ever use my own missions. Here's one for the RN-28. no ASP required. ..
  5. Some Gazelle FM changes have been made, so here are my findings from before (1.5.7.101) and after (1.5.7.10872), testing, using a template I fly after every update. Before, Attitude - pitch /roll, 0/0, no SAS, no gyro, no trim, stick centered, rudder centered, flight straight and level, hands off, speed = 69 kts. alter pitch. " , -1 deg. speed = 82 kts. " , -2 = 94kts. " , -3 = 98 kts. " , -4 = 106 kts. " , -5 = 114 kts. Direction, pitch/bank, will remain constant, even if you pull collective repeatedly, top to bottom. Rudder not used at any time. All conditions remaining the same. After. Similar, except that collective down will produce a roll to the right and up a roll to the left, but used gently, no roll is produced and direction pitch/bank remain the same. Collective dropped quickly top to bottom at high speed and a complete 360 roll is produced, engine cut out, recover upright and do an auto-rotation with no damage. Inverted flight. Before. Roll inverted @ 10,000', perform left and right rudder turns, 360 left and right rolls, forward and backward loops, hands off stable descent to 1,000' and land normal without damage. After. All the same except engine cuts soon after becoming inverted and an auto rotation is performed without damage. Translational lift. Lift off and accelerate to 60 kts in a straight line without using the cyclic or trim. None detected, before and after. Roll/bank remain constant at 0/0. Lift off, travel to a rooftop, land, lift off and travel back to starting point, without using cyclic or trim. Before and after, same. Hover at 1,000', drop collective fully and rapidly, descend vertically, needle off clock, at 10' pull collective and land without using stick. Before and after, same. That's the story so far. No conclusions are drawn. ..
  6. Mig-21, my most used aircraft. RN-24/28, my most used weapon. Both excellent, when used with imagination. 24 not usable due to a bug (for me), but 28 still OK. Control panel graphic not working, but usable. Version 1.5.7.101. SP ..
  7. This applies to pretty much all prop aircraft. ..
  8. I will be looking forward to trying it out. ..
  9. @ Fragbum. Would you mind specifying which version you are in, as you never mentioned it in your OP. I am in 1.5.7 10175. release version, not 2.1 alpha. ..
  10. Firstly, the gyro makes a big difference and ensures the AP is fully off. Secondly. Attitude, pitch /roll, 0/0, no SAS, no gyro, no trim, stick centered, rudder centered, flight straight and level, hands off, speed = 69 kts. Increase pitch " , -1 deg. speed = 82 kts. " , -2 = 94kts. " , -3 = 98 kts. " , -4 = 106 kts. " , -5 = 114 kts. Direction will remain constant, even if you pull collective repeatedly, top to bottom. Rudder not used at any time. All conditions remaining the same. Make your own mind up about all that. ..
  11. I dug out an old L39ZA mission, that I had never had any problems with before and found that 64 S5m rocket salvo into an armour column, caused it to stutter to a complete halt. It's never done that before. When it recovered, I was in the ground. Watching the replay showed buses and whatnot, driving through my battle. An update had defaulted civ. traffic to high. Remove all civ traffic and I'm back to normal. ..
  12. The rear and top of a tank is the weakest, the sides, 6.7 next and the glacis 2.9 the strongest. The way I see it, if your rocket has 1 hit point and the tank 10 hp, you would need 2 in the rear, 7 in the side, 2 in the top, 10 in the upper front, or 29 in the galacis for a kill, or a combination of all. Attack the rear whenever possible. ..
  13. Interesting stuff. It answers a lot of questions. ..
  14. Hopefully you have your Bradleys sorted, but if not, I used the Mig-21 against them today and found it took between 1 and 3 hits for a kill (DCS hits). The S5M is a fragmentation rocket, (75 frags), but you can also kill tanks with them, (T-72, Leopard etc), so I guess they use a hit point/hit box system. You just have to hit them enough times for a kill. GL..
  15. @ Jester986. Very comprehensive test. Thank you. Did you turn the gyro off? ..
  16. I find the shadow jaggies too intrusive to be usable, so I've altered the shadows from default high, to flat, which is better than nothing, but gets rid of them. ..
  17. They worked OK, a few months back when I made this video. Perhaps something has changed. I'll give it another go. ..
  18. DCS, Mig-21, nuke bug. Is it fixed? There has been a recent update, so I wonder if the bug, whereby the delivery Mig-21 gets destroyed by the RN-24 nuclear explosion, has been fixed. .. Dropped from 35,000' on open ground. .. Holbeach bomb range, for Greg.
  19. Looking forward to that new FM. :thumbup: ..
  20. The Spit doesn't have tail wheel lock, or steering, but it does have self centering geometry, so apply pressure with full aft stick and this will help keep it straight and will make it easier to control ground loop with differential brakes at the last moment. GL..
  21. Update FYI. OC 4.43 My temps. are clearly OTT, so I replaced my Viper with a Coolermaster 212X and the top temps are now, DCS............ 54C FSX............ 69C Vegas render 68C A good result. ..
  22. I run standard settings for DCS and with high graphic settings it runs as smooth as silk in my 258 vehicle sand pit, with around 50fps, which is plenty for me. Maybe you need to look elsewhere for your unplayable stutter. I manually OC to 4.43 for FSX, but that puts the CPU up to 80C, which is near the 85C roof. Video editing will go through it in seconds, so I use 3.9 for that, which gives 75C. DCS at 4.4 is about 70C. The point, is if your going to overclock, then make sure your cooling is up to it and give it a good clean out and monitor it in the temp recording.. But I don't usually bother to OC for DCS, as the default works OK. GL..
  23. After a few more drops, I find that, if I kill someone on the ground with the RN 24, then I die with them and my ai helper, out to 11nm. If I drop on open ground, I survive. Drops are from 35,000'. It's either a bug or devine retribution. Either way, it's not a lot of use. ..
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