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Everything posted by Flagrum
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That sounds odd to me (although I am nothing but a layman here). For AoA to have any relevance, the air needs to move over the (angled) a/c surfaces - to cause local areas of low pressure, right?
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What new feature of the Hornet are you most looking forward to?
Flagrum replied to Wags's topic in DCS: F/A-18C
voted: A/G radar but closely following to that: ATFLIR Guided A/G weapons -
Iirc S-8 KOM are anti-armor rockets with a shaped charge warhead. Even with perfectly modelled shrapnell damage, you still would need direct hits to be remotely effective. Try S-8 OFP2 instead.
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as modelled using UHF or VHF...is there a difference?
Flagrum replied to fitness88's topic in DCS: F/A-18C
Afaik aircraft radios are modelled in some depth (transmit power, LOS, etc.), but I never really looked into the range question - although I would expect it to be modelled if there is a difference in RL. That said, it is probably a different story for ATC right now. I would think, ATC's radios have all the same range and the only difference modelled is the name of the band they use - but without any other properties. So probably your aircraft radio can reach the ATC, but not vice versa - or the other way around. :smilewink: -
as modelled using UHF or VHF...is there a difference?
Flagrum replied to fitness88's topic in DCS: F/A-18C
Different aircraft use different radios an thus have different frequency bands available. That is, what the different ATC frequencies are there for. There are no "advanced" procedures or SOPs implemented in DCS for talking to ATC - all ATC frequencies do the same. This might (hopefully!) change when ED tackles the ATC rework in Two Weeks. -
@mods: can we move this to the bugs sub-forum? ty!
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dimitriov, just stop talking bullshit and telling lies. On the first page there was no definitive answer to the OP's question. Then you and others tried to make fun of his question and started to troll the thread with your incoherent talking about door hinges. Trying to ridicule the topic by ignoring the fact that this kind of systems modelling is actually is not uncommon with other modules didn't help to keep the thread objective. Just stop playing the victim here and stop insulting people as "ED yellers" when they are simply asking not unreasonable questions. tl;dr: don't be an asshole, dimitriov!
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Show the weights of things we put on an aircraft! Ideally, show the weight already in the popup menu where we select the weapons per pylon. But also display the current weight of each pylon beneath the aircraft schematic. Provide sums for each wing and total. Maybe show several lines benath the aircraft schematic to separate sub-totals for the different types of equipment, like tanks, A2A ordnance, A2G ordnance and "other".
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Currently the Comms Tab in the ME allows to set frequencies for radios which support pre-configured channels. Module developers try to populate these channel pre-sets with more or less reasonable default frequencies. For a mission designer it is now a tedious task to adjust all these pre-sets - for each flight individually. If a frequency of an important asset changes - like a tanker - many presets need to be adjusted as well. To make this easier and more straight forward, I propose this change/addition to the mission editor: Feature A) Allow the settings of the Comms Tab to be saved and loaded. Similar to the weather settings or the load out settings. This allows the mission maker to specify a set of pre-sets once and just re-import it many times for other flights. It even allows for modders to access these files and build more sophisticated tools around it to manage the frequencies / the comms plan. This should be a fairly simple change and would already benefit the mission making process a lot. But I also want to extend this proposal: Feature B) The Communications Manager All flights, ground units, ships, NAV aids, airfields, etc. have some sort of radio with one or more associated frequencies. Let the mission maker choose the asset - not the frequency! - he wants the player to be able to talk to. Provide some sort of drop-down list where one can choose the unit name and store this symbolic name as pre-set. A sensible grouping of the assets in the drop-down list might be very handy. Like, for example the DCS type of the unit: - Aircraft - Helicopters - Ships - Ground Units - NAV Aids - Airfields - Manual frequency entry That way, if I want to store a pre-set for a tanker, I find it under "Aircraft". The JTACs are under "Ground Units" and Kobuleti can be found under "Airfields". My channel pre-set then doesn't look anymore like #1 128.5 #2 265.0 #3 123.5 #4 ... but rather #1 "Recon_Helo_1" #2 "AWACS_Mother" #3 "Tanker_TXO" etc. These unit names are resolved into their respective actual frequency when the mission is loaded. The loading process should take into account that some assets can provide several frequencies and the appropriate one for the given radio should be used. Or, alternatively, let the mission designer choose the actual freuency type (VHF/UHF, etc.) as well for the pre-set. Maybe "several frequencies" should also include those which are set dynamically by means of Waypoint Actions or so? Not yet sure of how to handle this, though. Once the pre-set list is populated, it should be allowed to save it to the disk (see Feature A!). The pre-set list then could be imported for other flights. Importing should work independently of the type of aircraft or radio so that even if one aircraft allows a different number of pre-set channels. If it suppors less channels than the saved pre-set list, then only those are assigned. If it supports more, then the remaining revert to defaults or remain unassigned. If the mission designer now needs to change the frequency of, for example Tanker_TXO, then all aircraft that loaded the same pre-set list or otherwise reference "channel Tanker_TXO" will have the correct frequency set up for then when the mission starts. All this will probably not fit into the current Comms Tab. Therefore it might be sensible to make a new sub-screen, similar to the load out screen.
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They probably didn't - as the "Failures" tab in the mission editor is completely barren. Other aircraft have dozens of entries there for all kind of different systems and components (including the elec. generator(s)). Granted, the Ka-50 has fewer entries there than most other modules and the generator is not one of them - but it is also the oldes module. That is why it is not unreasonable to ask about it - because it has been done already before.
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Afaik that is not what he said - we were talking about the battery capacity / battery drain if - for whatever reason - the generator(s) are not working. But on the other hand, at least the Mi-8, Viggen, F-86, F-5 (probably more, but only checked those so far) seem to simulate that - at least their respective manuals make that impression (i.e. I haven't tested it).
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That's why I asked what happens, if the generator fails. Someone suggested landing as quickly as possible. Sure, but how quick do I actually have to be? How much time do I have in that case? Minutes? Hours? Days? The (sim) truth rather seems to be: the whole eternity - just keep going on with your mission. So, conclusion of this thread: Answer: simply not simulated. (@trolls: was that so difficult, without getting sarcastic and trying to derail the thread while making fun of people who ask questions ...?)
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If I fly and people start shooting at me, I get out of there as soon as possible. So, flying the helo as such is rather a moot point. And thus, completely solves the problem of non-functioning systems! Win-win! Oh, and btw, could you troll somewhere else, please? This thread is not about hinges, it is about batteries.
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Genuine question: what happens if the generator breaks down?
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Man, I miss the days when the rep system was still available .... Could all the trolls please conduct their quaterly meeting please somewhere else and leave this thread just on-topic? Just open a thread under "chit chat", like "Electricity is overrated!", "Batteries are fake-news!" or "Complex systems - who needs them anyways (if it flies)?"
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The FFB implementation is utterly broken imho. See also here: https://forums.eagle.ru/showthread.php?t=196099 https://forums.eagle.ru/showthread.php?t=173762 https://forums.eagle.ru/showthread.php?t=214310 and then also the Dev's response here (:noexpression:) https://forums.eagle.ru/showthread.php?t=204984
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"do you want X in DCS?" If "X" can fly, then the communitie's answer will always be "yes!" (ok, even if it does not fly, it would probably be "yes" as well ...) :D Personal hype factor: 1 / 5 "weired" aircraft with quirks or oddities, just unusual or unique aircraft are always a huge plus, but battlefield capabilities (in DCS terms) are very important. So, for me, for example: F-14 > F-18, AH-1G > UH-1, but also A-29 > O-2A > Yak-52 / C.E. II
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Seen a few videos about how to set up the bomblet release altitude for the CBUs - from Wags and others - but for me it does not work as I understand it should work. I select RET at the SMS page, select MFUZ and use HT to set my desired release altitude. Then pickle ... and F6-watch the canister to desintegrate at about 1500 ft. Every time, no matter which HT alt I had choosen - 300 ft ... 1200 ft ... 3000 ft. Same result every time. See also the attached tacview file and examine the AGL of the canisters - they all end up at precisely 1500 ft (2 x 300 ft, 2 x 1200 ft, 1 x 3000 ft). Tacview-20180720-204822-DCS-ap1.trk.zip.acmi.zip
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No, just ask your favourite JTAC for assistance.
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If not "IN RNG" the pipper is set to a fixed distance, I believe. CCIP then calculates the "impact" point of that point in space according to the aircraft's attitude and speed, again, I would believe. So AoA and air speed should have an impact on where the pipper is placed - so I am not sure if your screen shots are really showing a bug. But then again, I am only trying to make sense of what I know - which is not too much, tbh. :D
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https://forums.eagle.ru/forumdisplay.php?f=322
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Wags and Lex are teaching us how to fly the differnt approach types. Nice! B..but maybe someone can explain briefly: - what are the general differences between the types? - what defines which type is to be used? I assume, it comes down to weather and visibility? But what are the pros and cons of each type for what kind of environment?
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Was I an idiot to buy the Normandy Map?
Flagrum replied to filthymanc's topic in Western Europe 1944-1945
Maybe. :-D You always need a aircraft module to do any sort of mission or campaign. So, for which aircraft would you expect to come with a map? Yes, Normandy ... WWII piston warbirds, right? But still, the priciple stands: for which one? Bf109? Fw190? Spit? Mustang? All of them?? You see the dilemma?