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Everything posted by A.S
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You wrote: Actually F-15C static thrust should be around 23500lbf/engine. (<< which would make sense, BUT IS IT?) Actually numbers yet to be confrimed or corrected. So, what are the correct number if Sov13ts´ post (FC2.0 Q&A) is not relyable or confirmed ? :smilewink:
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hmmm....maybe if under certain situations, certain condtions happen....and the code reaches its "ups what i do here if this happens point" maaybe ..wierd stuff is happening ? :huh: :D WOW
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What i find very cute though, NOW the TEFs (trailing edge flaps) on the flanker in 2.0 react in automated ways, like the LEFs. very sweet ! Depedning flight situation the TEFs are controlled by computer. Why not doing same for the F-15? <<< ? Done that ..then just allow manual flaps only with gears.....correct the drags ..and pure sweetheart old issue solved in a simple reasonable way.
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All i can say is this....over n over n over n over ... Manual F15: quote: AIR FORCE INSTRUCTION 11-2F-15, VOLUME 3 F-15--OPERATIONS PROCEDURES 3.14.3. Do not extend flaps to improve aircraft maneuvering performance during ACBT.
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The data i posted is F-15A-D manual, but remind you, those are PW-100 engines and not PW-220 like in lockon. Nevertheless its a pointer in terms or characteristics. Have fun plotting the lockon charts...:D (forget the flaps...do it without them, cuz flaps are screwed...look, if the rest at least is logic, just a suggestion)
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@Dubb: look again at post #14 above and this one too http://forums.eagle.ru/showthread.php?p=868666#post868666 that explains it all.
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@Kuky: That is how it should look like, even though those are just few examples (can not post all) under specific configurations and grossweights: PW-100 engines (lockon 2.0 uses PW-220 supposidly)
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Here is what happens (it is screwed up right now very bad, but also noticed by Devs ... .. ...) If you sustain in a turn (you have Angle of Attack and logically with it Drag). Now, if you hit the Flaps at "ingame-limts" (250kts) you not only create lift, but you do also "kick down your nose" (reducing AoA and drag same time). But, due to missing drag coefficients (i guess) of the flaps surfaces you basically have exploited your own drag by reducing your AoA and you gain speed, and suddenly you can sustain more Gs with flaps (at same speed) as without. Imaging this for second - let it sink - ...if you fly and you hit the boards (which have deflection angles - (minus*) AoA ) you produce drag, logically. Now, the flaps are on the bottom of your jet (airflow, deflection angles) and think now about the surface sizes about your flaps compared to the boards. This should DRAMATICALLY CRITICALLY reduce your airspeed !!! AND your rollrate (which is "life" in scissors). PS: I tried to explain it in simple words and DCS would really do themself a favour by avoiding this issue just by allowing flaps in combination with gears only. CopY: AIR FORCE INSTRUCTION 11-2F-15, VOLUME 3 F-15--OPERATIONS PROCEDURES 3.14.3. Do not extend flaps to improve aircraft maneuvering performance during ACBT.
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thx man :thumbup: btw..according to those numbers posted in DCS Q&A post* (if correct as stated of course) the following is the case: Su27 Thrust: 55115,5lbs* Weight 100% internal fuel, clean no guns 55997lbs Thrust Weigth Ration = 0,984 F-15 Thrust: 55115,5lbs* Weight 100% internal fuel, clean no guns 41651lbs Thrust Weight Ratio = 1,322 ups and btw, that equals the PW-229 engines (1.322 ratio) Looking the fact, that the Su-27 is meant to be a long range interceptor with the capabiltiy to carry huge loads of fuel and being able to fight with less load if nessary (dump), it makes sense in "estimated" terms here. Little bit off, but not much. But regards dogfighting in 2.0 with both 100% fuel the Su-27 is doomed. Only F-15 100% and Su-27 65% fuel would end up in an "equal" fight. (Burningtime not included). What is suprising though, that the thrust used, is the SAME for both (lazy ?) and it matches the PW-229 and not the PW-220 engines.
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Im doing certains tests here (Accellaration, EM charts, High AoA characteristics, Thrust-weight ratios ...etc etc) ...thats why i asked for those. Interesting enough that F15 and Su-27 have same values O.o .. (Su-27 thrust seems right, whereas the F-15 seems way overpowered, 8000lbs+ total (consider weights too) and easily noticealbe by the "oh, lets just put same values for both jets" act. Regards "fair" ... well you dont wanna go up with 10% vs 100% Fuel in a 1v1 - no matter what jet - will you? And "fuel free" ended always up in a "take as less as possible" in matches (< which is why we invented takeoff and landings with reasonable ranges between bases in 1v1 TCL missions, where pilots are still free to decide what payload they take, but also have to use that decission strategically smart) GG, 10-15% fuel difference (lets say same jet) is HUUUGE difference !! huuuge. You can literally "see" 10% fuel difference in the turns (SACT). Further analytics in progress......
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I notice many often remove reflection and scratches. I dont, because it gives me a great reference of motion aka "how the bandit moves through my canopy" and allows me to judge his energy pretty well. Manueverhistory, attitude (pitch), Gs (vapor trails)..etc etc everything what reveals the bandits intentions.....all hints you dont wanna miss in a doggy.
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Who in the Lomac Community uses radar Automization?
A.S replied to 3Sqn_TomAce's topic in DCS Modding
Well...we have to see things from both sides...good and bad.....appreciate developements....consider misuse etc etc.... and to be honest - even though i like what yoda is doing - you have a point and well written IMO. (i said it once - if some remeber: the nuke was built in good believe yet in killed a city) Personally...i cant use Leavu (no screen) ..i tried TWS mod...but i can live without it...doesnt make my life so much easier...but its a logical thing also IMO ..generally and regards how those radars worked in those generations. Whatsoever....in one point i have to make a clean decission and those are the rules for TCL in respect to everyone ! Here, the game has to be played in a way, how it is meant to be from the scratch...except normal settings like gfx or fps changes (thats ok). oh well....then me out here again ...leaving the love story you guys ...:smilewink: -
back to post 1 i think i know what causes the crash if you launch. multiple buttons hit same time ...not sure though...testing
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www.as-private.com/ACMI/OnDrugs-20100401-091346.miz.rar :pilotfly: (2.0 track) a ride in 104th server Two beer or not two beer ...that is the question (you find out :D ) :drunk:Have a good LOL
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Who in the Lomac Community uses radar Automization?
A.S replied to 3Sqn_TomAce's topic in DCS Modding
:beer: -
Who in the Lomac Community uses radar Automization?
A.S replied to 3Sqn_TomAce's topic in DCS Modding
NO ! THAT -
Who in the Lomac Community uses radar Automization?
A.S replied to 3Sqn_TomAce's topic in DCS Modding
"my pc is horrible, my screen is 80ties, my settings are causing eye cancer, the gfx ..oh well...i cant see anything, but hey ...my SA rocks" :D -
Who in the Lomac Community uses radar Automization?
A.S replied to 3Sqn_TomAce's topic in DCS Modding
you just deseverd a for using Lockon and REALISTIC in one breeth :D -
Who in the Lomac Community uses radar Automization?
A.S replied to 3Sqn_TomAce's topic in DCS Modding
best mod EVER :D -
rubbish: shimmering has only to do with (nvdia) if you select preset perfromance on HIGH QUALITY or not ... then all rest you need is a healty amount of Anisop F (4x) ..and a good AA (i use 8xQ) v-snyc and tripple and trilinear and and and <<< rubbish
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:thumbup:
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Me: NO MODS NO LEAVU NOTHING but standart pure blank install BUT, Saitek x52pro with SD6 Final driver ans SST Software
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http://forums.eagle.ru/showpost.php?p=865286&postcount=86 :music_whistling: :smilewink:
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Make it stunning with good FPS and believe me, ingame it looks more stunning then in the shots below... especially the transition from close to far, and the brilliance of ground...also the athmospheric more realistic "touch" or haze graphics.cfg: visibility settings: near_clip = 0.2; middle_clip = 3; far_clip = 60000; structures = {30, 3000}; trees = {1000, 6000}; dynamic = {300, 20000}; objects = {3000, 80000}; mirage = {3000, 20000}; surface = {5000, 15000}; lights = {100, 30000}; lodMult = 0.85; lodAdd = 0; LandLodDistances: LandLodDistances { LandDay { L01 = 12000; L12 = 32000; } LandNight { L01 = 12000; L12 = 32000; } Map { L01 = 50000; L12 = 120000; L23 = 200000; L34 = 300000; L45 = 400000; } MapAlt { L01 = 50000; L12 = 120000; L23 = 200000; L34 = 300000; L45 = 400000; } MapTex { L01 = 50000; L12 = 120000; L23 = 200000; L34 = 300000; L45 = 400000; } MFD { L01 = 10000; L12 = 25000; } ********* LandTextureLighting = 1; LandSunFactor = 0.7; OldLandNoise { perSquare = 5; perSquare2 = 150; front = 1000; back = 22000; top = 2500; map_high = 20000; bottom = 2000; noisemax = 0.5; noisemin = 0.1; }