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Everything posted by 9.JG27 DavidRed
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DCS 109-K4 Super Blackshark
9.JG27 DavidRed replied to fastfreddie's topic in DCS: Bf 109 K-4 Kurfürst
well,to a degree the same is possible with the p51 as well...just saying. -
after landing-cant restart the engine
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in Bugs and Problems
ok, i found a fix...although the fuel pressure shows up fine after shutting down the engine, you still have to operate the fuel prime pump a couple of times to get the engine running again...so that is certainly a bug.tested only online. -
ok, i dont know whether its a bug or if im doing something wrong.but after the first flight,landing, shutting the engine down, i dont seem to be able to re-start the engine.other people are experiencing this as well. as fuel pressure is then still up in the "green arc", i just made sure that everything else is set up properly, and called the ground crew to crank me up.they do that as i can hear them. but pulling the starter the prop hardly moves, and the engine wont come alive. is there anything im missing? or is this a possible bug? (i should mention, i had this only online now, and i think at least i noticed this only when i landed on a different airfield than where i took off from)
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^^for me it happened online...so currently i dont know which track it was anymore...also so far i noticed that only on a different airfield than where i took off from.so i was taking off in Mozdok, and as i got damaged i flew to Beslan as this was the closer base. i was repaired and re-armed/re-fueled fine, but the prop pitch was still stuck. BUT:to all the guys who seem of the impression that the prop pitch is bugged...with the open beta version i first also had that impression, but in the end it turned out that something was double mapped..all the time after takeoff my prop pitch all of a sudden went back to manual.i think it was somehow connected with my landing gear up button or maybe with even one of the circuit breakers.(but not sure anymore)
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^^i mean dont get me wrong, yes the 109 is a totally different beast than the pony or dora to handle, but i was expecting that.i love that its behaving so different.first i also thought that the trim is probably bugged and just not efficient enough, but Yo-Yo seems to state that its correct and that it was like that in the 109K4.so i believe it.also once you know about it, its no issue anymore. i find take offs and landings more intuitive than in the dora.its a joy to do both 3 and 2 pointers in the K.yes you have to be carefull to not drop a wing on roll out, but then again, iirc, i read a couple of statements from ww2 109 pilots who claimed that they were using fully brakes very fast after touchdown to keep her straight and get her to a full stop quickly.thats working really good for me in DCS. about the aileron trim tab....i just dont experience any right roll i have to fight. instability at lower speeds...especially the 109 is a joy to handle at very very low speeds.sure subtle inputs are necessary, but that feels just about right.
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for me manual prop pitch is working fine, but i also noticed that after a repair, and a destroyed prop pitch system prior to that, the prop pitch stays non functional.
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2 questions about this awesome plane
9.JG27 DavidRed replied to Simon1279's topic in DCS: Bf 109 K-4 Kurfürst
^^this.you have to flip the safety switch on the stick of the 109 to get the machine guns to work...but on the ground in contrary to the cannon the machine guns wont work it seems.you have to take off first to use the machine guns. -
well, i dont know what its like to take off with the 109 without rudder pedals.does your stick have a twist stick function at least?if not, then i would definitely recommend you to get rudder pedals! although, you seemed to have managed to get her off already so lets see where you usually fail.and that seems to be the very last part of the take off procedure.so, make sure before taking off that you have her trimmed fully nose down.apply full power, or at least 1.4 ata with the throttle.and as soon as she gets some speed and lifts the tail push the stick slightly forward and slightly to the right.and keep it there.
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well, i know its a design decision, but really which pilot would jump in such a dirty 109?i know i remove every single remaining of flies and other insects on my planes after every flight to assure the next has a clean plane again.thats tradition and everybody does that, at least where im flying.takes two minutes. the canopy dirt in the 109 is in my view clearly overdone.and especially in this canopy which is already the most challenging one its a little pain the a.. i constantly find myself confused with these specks on the canopy, losing even P51s because of them :doh: so this is clearly not a bug, but a feature request which goes like this: first please reduce the dirt on the canopy on the 109.it is overdone, and i think, even in that stage of the war at least the canopy would have been cleaned to grant good visibilty for the pilot.as i said thats a job of not even 2minutes in RL. BUT:instead of just removing it, which is a MUST in my view at least, what about adding a continuous effect on planes with the canopy getting more and more specks(smashed insects) within time.of course this should not be overdone to become annoying, but i think if done subtle, this would be a nice and realistic effect.lets kill those bugs :)
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i was about to ask whether this is something unique to the K4 that it doesnt have those indicators....well seems like its a bug.
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Server Announcement: -= ACG WW2 Server (EU) =-
9.JG27 DavidRed replied to IronJockel's topic in Multiplayer
ok quick update: we are now running the official 1.2.12 patch. 109s are included spawning from mozdok.you are a pilot of famous JG53 :), yellow 1 to yellow 15. for people who already know the mission, i made some slight adjustments to it...german pilots will now get additional information in regards of the bombers current position. also, AI 109s are added to the mission. point system adjusted: the points are transmitted on a certain radio frequency. channel 2 for luftwaffe, channel A for allied side. allied bomber=worth 1point allied/luftwaffe AI fighters=worth 2points allied/luftwaffe player fighters=worth 3points ground units=worth 1point get 100points to win the mission. what are the messages? "..... Good Luck"= the mission maker wishes you good luck on your sortie :) (this also means, that you just left the "safe zone") the "safe zone" is a zone around the airfields, where as long as you are within it, you might crashland/belly land, and as long as your pilot survives and the plane is not totally destroyed, no points will be given to the opposing team. "glad to have you back"=you either made it back to the airfield successfully or at least managed to land/belly/crashland in the safe zone with your pilot surviving.if you come to a full stop, this message will appear, meaning, that your plane is now safed, and you can now respawn in another new plane without giving the other side points.(of course you can re-arm/re-fuel if you wish so) -
sorry but thats just not true :lol: i dont know what your friend does or if he really turns tight, but for sure the 109 stalls.
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ok...not too sure yet whether its a bug, but i couldnt get this to work yet... while with the fw190 you can set frequencies on the 4different channels, and then be able to home in on beacons if the radio is set up properly, this doesnt seem to be possible with the 109. the needles of the afn2 gauge dont seem to move at all, even if set up properly(?) in the mission editor. BUT: it seems a different way was chosen with the 109 while development, as for example the afn2 gauge will automatically give you a warning light when passing one of the markers placed by default on the map.this isnt the case in the 190, or at least it wasnt the case before the last patch. i looked at the manual, but on page 106 it says: FuG16 Homing Switch The Homing Switch can be set to one of two positions, FT FT (Funkturm or Radio Tower) and Y ZF now i dont see this homing switch,..at least it is not labeled the way it is described in the manual...there is a EIN and AUS switch in the cockpit though, which seems to be responsible to home in...but so far it seems that all this switch does is to additionally give an audible warning signal to the visible warning light in the AFN2 gauge.but still the needles just wont move. its interesting though as in the mission editor there is now a new tab under the 109 properties for homing.but it doesnt seem to work.
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^^throttle idle and manual prop pitch to 12:30 acts like a speed brake coupled with flaps
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^^this.people will have to adjust against the 109.its a different bird than the 190 and you want to fight it different.same will be true once the spit is out.luftwaffe pilots will have to adjust as well.
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not on the acg server...we have different mission objectives.
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well, i think the 109 is pretty much the same to taxi as the dora is...except that the gear is narrow, and you have to pay attention to the speed, otherwise it likes to tilt the wings down...differential toe brakes work good to steer her.and other than with the 190 where i usually taxi with 1500rpm in the 109 i leave her at around only 1000rpm to avoid getting too fast. interestingly though, one of my friends claims that he is steering the 109 with pedal input on the ground.i tried that and for me there is no way to do that in a somehow controlled manner.so toe brakes are the way to go for me at least.
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Keep pitch throw linear!
9.JG27 DavidRed replied to Anatoli-Kagari9's topic in DCS: Bf 109 K-4 Kurfürst
i think especially in this bird even for the rudder there is absolutely no need to use any curvature setting.rudder work, flying on the ball is a joy in the K. -
well...so far i only had very few dogfights against human flown P51s...all were rather at low altitude from tree top level to about 2000m...so for me it remains to be seen.i assume it will heavily depend on the altitude where those two oponents meet each other...
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i dont think they intended to hide anything in that mission...but a huey is the worst choice in my view...why not another ai 109?or fw190 ai...there is lots to choose to make the airfield more immersive.also, as soon as they huey is starting its engine it can be tricky to hear whether the ground crew is spooling you up... EDIT: but quite frankly, its definitely not something important at all...
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Engine RPM - Switch or Slider?
9.JG27 DavidRed replied to Flamin_Squirrel's topic in DCS: Bf 109 K-4 Kurfürst
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[FIXED] flaregun toggle function
9.JG27 DavidRed replied to 9.JG27 DavidRed's topic in DCS: Bf 109 K-4 Kurfürst
...on the bright side though, i just noticed the pilot as is carrying 12 flare. green,red,white and yellow.3for each colour. right now, i can imagine it beeing usable online just before entering the runway from the taxiway to warn incoming 109s or other aircraft... :) -
no im quite sure thats not the case...i never really used take off assistance...but as some people started to say that its actually easier without it, i enabled it just to see what it does back then with the p51...if enabled=100% you will see that the plane makes small corrections on its own...this wont happen with the slider put to 0%. so i think, if you actually dont do anything to fight the tendencies of the aircraft during take offs, take off assitance is actually helpfull.but most people will still start to fight torque, and therefore overreact i guess.or just conflict with the aircraft input itself.this will give unnatural behaviour and often end in a crash i assume...