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Fishbreath

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Everything posted by Fishbreath

  1. Which is more realistic: 1. Aircraft continuing to taxi, because these are military airfields, and there's *would* be at least one bulldozer on hand to clear off a blocked taxiway, even if that reality isn't currently simulated, 2. A long line of AI planes waiting to take off because they're not smart enough to taxi around, and the game doesn't let them taxi through?
  2. I've never had any issues using it to shoot at bombers, at least. I find that it takes long enough for the sight to settle that I can only rarely line up a shot on a fighter steady enough for the sight to be accurate.
  3. Huh. That's odd. I'll try on a Phantom later tonight.
  4. The lead computation worked fine for me just now, both in manual mode (with manual ranging/bracketing of the target, like the P-51 sight) and automatic mode (at 300m). Remember, for wingspan, in automatic mode, you use the scale printed on the knob, and in manual mode, you use the scale in the window. I've never been able to get radar ranging information to the gunsight, though. If the sight can indeed do that, awesome—I'd been under the impression that it couldn't, too.
  5. That's not been my experience at all--there's the nozzle power switch on the right vertical panel with the rest of the systems power switches, but the LV33 switch doesn't seem to cause a loss in power to me. It just prevents entry into afterburner, as far as I can tell.
  6. I have the Engine Nozzle Control Switch bound to an easy-to-reach key, to kind of fake having a detent. It makes it much easier to use military power without accidentally getting into a reheat mode.
  7. With 100% thrust, it's certainly plausible that a parachute placed directly behind the engine could pull the plane backward. (Thrust reversers operate on exactly the same principle, and they work well enough.) It's less plausible that the parachute would stay attached, but I don't think the forum has ever reached a consensus on that.
  8. Everything Yurgon said is correct, but there's one additional caveat. If you're in a hover, you can turn off the heading hold autopilot channel and turn freely with the pedals. Once you're on the heading you want to be, you can turn heading hold back on, and the autopilot will hold the new, desired heading. This is 'cowboy doctrine', as it were; you aren't supposed to turn off any autopilot channel but altitude hold. That said, it's always worked well enough for me.
  9. IIRC the reason we have the MiG-21 we have is that both groups who worked on it (originally Beczl, eventually Leatherneck) had better access to information about Polyot than Lazur. That said, the GCI version would be nifty to have, too.
  10. Don't we have the version of the MiG-21bis which has the ILS instead of the datalink?
  11. If you're using the ramp start option, the landing/taxi lights are on to start. The switch is in the front left corner of the cockpit near the gear handle, if I'm not mistaken.
  12. There are plenty of multi-position switches/knobs in other modules that can be cycled through all their states with one key. I think that's what people are looking for. There's no reason at all why e.g. AA mode/AG mode has to be two keys, although the option is nice if you have physical switches that send a different button on up vs. on down.
  13. Edit: I can't even say that. Standby while I look for Russian sources. <.< Edit edit: How are diagrams of an airfoil so hard to find?
  14. It's still plenty doable, it's just very touchy when you get over about 1500L of fuel. Descent rate is the most important thing to watch (as low as possible), followed by touchdown speed (<330kmh or so; I haven't tested exactly when the tires pop). AoA is a secondary concern; it's hard to smack the MiG's tail even with a steep landing. That said, a target AoA rather than a target weight and airspeed gives you a lot more information about how to construct a good approach if you have to land above landing weight. For those who are asking, I went back and looked at some of my MiG landings. A 350kmh approach with 700L of fuel is about 7-8 degrees AoA on the gauge, and a 290kmh touchdown is 10-11. If you're heavy, that approach profile will put you over the threshold fast, but the MiG bleeds speed fast in a flare at approach power, and between the brake chute and the brakes, you can afford to eat up a lot of runway before you touch down.
  15. You need to give a weight to turn a speed into an AoA. 290kmh with full fuel and three drop tanks is way different than 290kmh at maximum landing weight. You are right, though, that in general, flight sim landings are cringeworthy.
  16. It's an internal testing skin. It's working exactly like it's supposed to. You're just using it wrong. The livery that appears when zoomed out is the default livery, since the testing livery apparently doesn't have LOD versions, so if you want those colors, just pick the first one in the list.
  17. Negative Gs are a departure condition for the Flanker. The immediate blackout thing seems to be a real issue, though. I was testing inverted engine performance, and my pilot blacked out instantly, from full conscious to full black screen, as I was gently rolling upside down.
  18. So are we saying that NAV TGT points from the mission editor now behave like ones entered in mission (with no elevation data)? That's a bit of a bother for preset target points, but it does seem a little more likely to be accurate behavior—I thought it was strange that there would be another way to enter target points with hidden elevation data, but I didn't have any evidence to point either direction. I guess this resolves it. Fortunately, I haven't written about slewing to NAV TGT points in my Ka-50 guide yet, so I don't have to change anything. <.<
  19. It points at the coordinate at sea level.
  20. It seems like I was wrong--the director bars are working correctly, but they're very sensitive. My process for instrument landings is now to get close with the deviation bars, and to use the director bars to keep myself lined up until I can see the runway.
  21. With the most recent patch as of today, the side-to-side director bar is pretty much accurate. The pitch director bar still seems to almost always indicate more and more climb the closer I get to the station at Senaki, even when I'm on glideslope.
  22. I solved it by applying the registry fix at the bottom of this page: https://www.digitalcombatsimulator.com/en/faq/activation_wiki/
  23. I'm having the same problem with the same symptoms. The MiG was working fine until the latest update, then the DRM window said my hardware configuration had changed (it hadn't). I tried reactivating, and the DRM window froze. I killed it and DCS and reinstalled the MiG, and now the DRM window says, "Unable to run the application due to integrity fault of the Activation Key. Re-enter a valid Activation Key or re-activate the application. If the error recurs, press "Error report" and send the report to product technical support." It still fails after verifying and re-entering my activation key. I suppose I could reinstall everything, but I'd really rather not, if that's an option.
  24. There's a sound that sounds like engine noise, but is actually static from the radiocompass receivers. You can get rid of it by switching the radio from compass to nav mode, or by switching the navigation source to RSBN and turning down the RSBN volume.
  25. For me, 1.2.11 added a bunch of axis assignments that overlapped with others, for some reason. You might have had the same thing happen.
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