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xxJohnxx

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Everything posted by xxJohnxx

  1. Wiring diagrams. ❤ Nice stuff! :thumbup:
  2. Well, the turbo-jet drives (N1) a turbine (N2). The turbine is connected to the rotor via a gear-box. If you want to increase the rotor rpm the turbine rpm has to increase as well (because they are basically on the same shaft). To increase turbine rpm you have to push more air through it, which is done by incrasing the rpm of the turbo jet. To achieve this, the governor allows more fuel to the turbo jet. Note: Turbo jet and turbine possibly aren't the correct terms for it. With turbo jet I mean the compressor/combustion part (N1) that produces the power, and with turbine (N2) I mean the "windmill" that is connected to the gear box and subsequently the rotor system.
  3. Hi Fri13, Thanks for the tip, I will definitely check it out. From what I could see in a couple of videos I watched definitely useful! :) I am currently in the progress of gathering some data for the first video. The (English) documentation on stuff like the air-restart system and stuff like that seems to be quit hard to find. As are technical drawings of fuel, air and oil systems. However, I will see what I can find and make a video from that. :thumbup:
  4. Just for information, which tweaks are you talking about? Maybe you can provide a screenshot of your current settings please? :thumbup:
  5. I guess the server most play PvP on is the 104th multiplayer server. Unfortunately there are more modern airframes than the MiG-21 available as well, so you might have a hard time fighting against Su-27s, F-15 and all the other stuff that has way better avionics, missiles and flight performance. Having no AWACS/GCI available (at least on that server) makes it even harder, as the MiG-21 heavily relies on that. However, some of the pilots here have been able to get some relatively good results. As far as I can tell, the key factor is to stay low and fast, hiding between hills and other landscape obstacles if possible. Try to sneak up on enemies, which however requires good situational awareness. With the weak radar and the even weaker RWR it is a key factor to keep your eyes out. Spotting enemy aircraft flying overhead is much easier than trying to find them with the radar. For more information about that whole topic, another thread gives a lot more information than I can provide in one post: http://forums.eagle.ru/showthread.php?t=133804
  6. Nice chart. Thanks for the translation! The first question mark on the top right seems to be the air-data probe extending from the nose.
  7. I just gave it another try and the missiles work flawlessly. I guess you might have forgotten a step in the set-up procedure. Can you upload a track so we can have a look at what you are doing? You can safe a track on the "debrief" screen. It can be directly uploaded / attached to the forum post.
  8. I am no expert but I think for all the Thrustmaster products there is the so-called software TARGET. That software should allow you to set up a button with the hold function. Press once-> button is on. Press again -> button is off. I would recommend installing it and giving it a try.
  9. A macro basically is a function for your joystick that can do certain things. For example, depending on the software you use, you could save the word "Test" to one of your joystick buttons. Whenever you press that button it would type in the word "Test". While writing words like "Test" is not useful for the simulator you can do a lot of different stuff depending on the software. For example key combinations, press/hold/toggle functions and stuff like that. Some of the joystick software out there have functions that allow you to do a "simulated" toggle switch. This depends on the software though. What joystick do you have? Did it come with any software?
  10. I am wondering about that as well. Pretty sure that one of the aircraft is WW2 related, however I am not quit sure yet about the third one. I am assuming it won't be two WW2 birds within a close succession (effectively just splitting up a part of the market (think about the users on a limited budget that might not be able to afford two WW2 planes, especially if they are not totally interested)), so I assume that it probably will be a Soviet/Russian jet. A MiG-23 would be my guess because it is very similar to the MiG-21, allowing systems to be re-used and probably shorting development time. However it leaves the question for what they develop an A-G radar. I don't really believe that the A-G radar would be one of the new Russian ones, as information on that (and the few birds that actually use it) would probably be quit rare and/or classified. Nice to see all the speculation though. I guess the only thing that we know is that we don't really know anything about the next modules.
  11. Sorry, forgot the 2. This will be done with DCS Wolrd 2, as the new textures and lighting effects require it. It looks like the cockpit lighting is allready implemented, but just deactivated.
  12. This will be done within DCS World.
  13. Thanks for the info! I knew there was something about that, but I wasn't entirely sure.
  14. Yes, CAT III approaches are flown by the autopilot exclusively. There is no option to fly such an approach in manual control (very few aircraft have HUDs that can allow that, not the norm though). When flying CAT IIIA, B and C approaches, the autopilot controls pitch, roll, yaw and throttle for the whole phase including roll-out on the runway. After the plane has been configured for landing (landing flaps and gear, spoilers and auto-brake armed) the autopilot flies the approach without further input. The only thing left for the crew to do (besides monitoring) is to put the engines into reverse thrust after the throttle has been put into idle by the autopilot. Even during the roll-out the autopilot has full control to keep the aircraft on the runway. Only after the aircraft slows down below a certain speed the autopilot will be disengaged and the crew will taxi the aircraft off the runway. Because the whole task is quit complicated and a failure of an autopilot could cause loss of life, 3 (or in some cases 2.5) autopilots have to be installed in an aircraft. These 3 autopilots will work independently, monitoring themselves and the other two units. If one of them fails during any part of the automatic landing the other two can take-over control ("fail active"). This mode is often called "Dual Land". ("Single Land" is used by aircraft that only have two autopilots. Such a set-up is usually "fail passive" where both autopilots will disconnect if one of them fails, requiring the crew to take control. If both of them work as they should, the aircraft is capable of automatic landings as well. Due to the simpler systems it might not get the same minimum ratings as a "fail active" setup) The technical side behind the automatic landings is quit fascinating. For example on the MD-11, which has 3 engines, the generator of each engine normally supplies one big network linked. However, during an automatic landing that big network is split up into three different networks, each supplied by it's own engine generator. Each autopilot is now powered from just one of the three independent electrical networks. This means, a complete network could short-out in the critical phase of the landing and the other two auto-pilots are not affected. With aircraft having less than 3 engines, similar technologies are used, often including the APU generator to create a third power network, to allow for individual power supply of each autopilot. Of course each autopilot has it's own set of sensors, gyros and stuff like that. However, if an aircraft can autoland or not is not only depended on the aircraft but also the ground facilities and the crew. The later usually has to perform one automatic ILS landing per month to keep their rating.
  15. Well okay, sound like some people might actually be interested in some more detailed stuff. I have started looking into the available documentation and sources I could find to gather information for such videos. But I guess I will have to do some more digging to find some of the not-so-common stuff and technical manuals. For the first video(s) I have been thinking about the following systems: - Engine (general information, operating limits, controls and additional functionalities) - Nose-cone, anti-surge-doors and nozzle systems (general information, controls and indicators, manual/emergency procedures) - Fuel system - Air and oxygen system - Hydraulic system - ARU system This is subject to change though... It depends on the information I can find on said systems. Maybe some of the videos maybe will be combined as well. I also have to figure out how to present some of the data, as I don't want to do everything in cockpit. Showing diagrams and technical drawing should be done in a somewhat constant manner. Not sure which software to use to create (recreate) technical drawings and displayed examples. (Don't really want to draw them by hand, though it probably would be the easiest solution. In the next days, I will have a look at that and better video editing software and think about good ways to present the information in a good way.
  16. Yeah, that is due to the way the Track system is designed. It doesn't actually record the cockpit nor the simulation itself, but rather the control inputs you made to the simulator. Basically this is not a replay of the mission, but just another fresh simulation. However, the control input is not coming from your hardware but rather the actual track file it self. This means the whole camera/input functionality is actually just incremental. E.g such stored information could be like (just an example though): Step 1: Move view: 5° right Move view: 5° upwards Step 2: Move view: 5° right Move view: 5° down After step 2 you would be at 10° and 0° up/down. However, if you miss some of the steps (because you interacting with the camera controls while the track plays), that "replay" can not be correctly resumed. While it probably would be possible to solve this problem in a difficult way, I would not really expect that any time soon. Even more useful stuff (reversing a track for example) has yet to be implemented, while people have been asking for it for years. Maybe one day ED will get around too do it, but I assume their current priorities are in EDGE (who knows though, maybe it will come with a new Track system?).
  17. There is still no unfair situation going on. YES, there is a problem with deactivating modules. YES, you might run out of licences due to that problem. BUT, as it has been mentioned about a dozen times now, the problem has been acknowledged by ED and is probably going to be fixed soon. AND, if you are actually arriving at 0 licences ED's customer support is sure going to sort you out. And pro-tip: Stop with that lawyer/suing/curt-threatening. This is just ridiculous. If you have a problem with the licences, contact customer support.
  18. No need to apologize! The video is still very nice too watch and the background radio chatter adds to the immersion very nicely! :thumbup:
  19. The reaction moment would be there all the time, it's value would be rpm (or rather torque) dependend though. The higher the torque the higher the reaction moment. If the rpm increases, the reaction moment would spike during that rpm increase. You turn the engine and the engine turns you.
  20. Well, I have tried this for 4 hour straight now and unfortunately came to no real result. As far as my testing went this is not directly possible within they Input config. I am sure it is possible to achieve such functionality by adding a couple of lua files that get triggered by a Key Input and then set the corresponding command output. While the code to implement such a cycling through the different modes is fairly easy, I do not have the necessary experience to implement it. Brief forum searches didn't give me any instructions that lead to success, mainly because they where in Russian and I was searching for the wrong terms. However, I am sure that there are community members out there that could easily program such functionality, as the difficult thing seems to be the implementation and not the actual program. It is just beyond on what I do when setting up my keybinds (more or less similar too the stuff in the linked thread earlier where existing functions are used on different key inputs without actually changing the function. Hmm, this seems to be a hard nut to crack as well. I tried to implement the same logic they used on the FC3 birds, however that didn't work. It seems LNS doesn't use the standard functions for stuff like that (they only do that in a few places, most of it seems to be custom), which makes it very difficult to adjust. However, I maybe have one suggestion: Many joystick come with software in which you can set up macros and do other stuff like that. For example the HOTAS Warthog comes with TARGET, a programming software for it. Such software usually let's you to simulate a toggle switch by using a button: First press onto the button will put the simulated button to on, second press will put it off again. Depending on the joystick this is probably the easiest solution. While I will have another look at the lua-files tomorrow (after I have fixed my DCS installation that I just have messed up by trying out different stuff in lua :doh:), I hope LNS might consider adding some of this functionally requested here and in the other thread natively to the MiG, which would make this modding obsolete. :joystick:
  21. Good idea. I will see what I can come up with in this regard. I have already been thinking about doing some videos about special procedures like operating some of the automatic systems in the manual mode, however I haven't been sure how much interest there is for in-depth stuff like that. Definitely will reconsider that and have a look on what I could come up with. Not really much on that front, no. I guess it is just how it is with the MiG. Us not having full controls amplifies the problem as well. In the real aircraft, there would be just very little force required to hold the aircraft wings level, however due how most of the joystick works it is just at the point where the recentering force is a bit annoying as it is very close to center. However, I would hold off with any suggestions about the FM as it might change again with the upcoming patches. Currently it is quit strange (or we are just not used to it yet) and it might be tweaked again.
  22. Yes it works for any joystick. It should even be possible to set it up that it works with just the keyboard. If you need some further instructions, give me an exact example and I will make sure to get you going!
  23. Check out this thread: http://forums.eagle.ru/showthread.php?t=130459 It explains how to add the functions you are looking for, to your DCS installation.
  24. Guess. Announcment coming in two hours from now.
  25. To add a bit to the good summary, CAT III is divided into 3 sub categories. CAT IIIA, CAT IIIB and finally CAT IIIC. As ronht already wrote, there is 600ft forward visibility (CAT IIIA), 300ft forward visibility (CAT IIIB) and in the final form even 0ft forward visibility (CAT IIIC). CAT IIIC however requires a lot of infrastructure to work. For example all roads and taxiways that lead to the runway have to be fitted with inductive detection loops to sense if a aircraft or a car could interfere with the antennas or even worse, accidentally drive onto the runway. Too my knowledge, the only airport that has an CAT IIIC rated ILS systems is Heathrow, however, there it is not in active use yet because before-mentioned detection loops and other safety aspects have yet to be built. Another problem with the 0ft forward, 0ft downward visibility conditions is that after you land on the runway, you have no way too safely navigate the aircraft off the runway, leave alone to a gate. This is what a CAT IIIA or possibly even B can look like (interesting bit starts at around 2:20).
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