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Nealius

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Everything posted by Nealius

  1. The port side is wrong. It should be showing 1-20 not 12-0 when "120" is put into the mission editor. Did you look at the first two images? Only the starboard side shows "single seat" then aircraft number properly, while the port side splits the aircraft number with the roundel instead of keeping the same format as the starboard side. What would the numbers be in this case? I've seen "2" "5" and "7" on Seafires despite being single-seat, as well.
  2. I'm still trying to wrap my head around the Fleet Air Arm numbering method as it seems to have changed frequently during the war, but for 1834 NAS as depicted in the livery we have the format should be thus: Starboard side x ( ) yy Port side yy ( ) x Where, from what I can see, "yy" is the aicraft number and "x" is some larger organizational structure number; perhaps ship or squadron. ( ) is the roundel. However the in-game system only works for the starboard side of the aircraft, and the port side format is corrupted to xy ( ) y. In this example the number should be 1-20 but is corrupted to 12-0: If I try to get the port side to work by inputting 021 I get the correct format on both sides, but the number is wrong, and the starboard side has an errant "2" that appeared out of nowhere.
  3. If my landing speed is too high I will bounce every single time.
  4. The legacy weather system still works. Select "nothing" for the cloud preset, increase cloud density to 9 or 10, then "thunderstorm" will appear in the precipitation drop-down menu.
  5. There's also a lot of uneven taxiways on the south side of the airfield, where starting cold will have you rolling away if chocks aren't placed by default. I've also tipped a CH-47 over due to an invisible bump at the intersection of two taxiways.
  6. Most of that isn't in the current build. Is that fixed for the next update? There's no statement clarifying whether this is a changelog or an internal fix list, though it seems internal since a lot of those items are not in the current build.
  7. What about the AI A-6E? That was slated to be released around summer 2023 per HB's official Facebook:
  8. Real world safe escape/bombing tables for Mk84AIR released high drag show MRA of 150-170ft AGL at 450KTAS at sea level to 5,000ft MSL(depending on ripple setting) with a straight or level turn safe escape maneuver. If you're getting fragged with a 500-600ft AGL release then something is defintely wrong with the blast modeling. Assuming your bombs are indeed deploying their ballutes.
  9. Yes, if only all the -34 tables with such parameters weren't classified. And if ED doesn't provide us with in-game parameters, then how are we expetected to do such planning?
  10. As CASE II is a blend of CASE III and CASE I there's no need to practice CASE II specifically. Practicing CASE I and CASE III fulfills that purpose.
  11. No issue with metashaders, those are always there on many airfields. What I don't understand is their purpose, or whether we're supposed to follow the yellow taxi lines or the black taxi lines. It's such a disorganized mess I don't know which lines to follow.
  12. Yes, hypoxia was always a thing. I thought the system was like the Spit/Jug/Pony in that it's always on, but it isn't. I was in for a surprise when I got up to altitude.
  13. Which begs the question why we have a K-4 at all when it barely participated in the war. We should have a Gustav, but that's an entirely separate discussion.
  14. I've noticed two sound bugs on the carrier: 1. The wheels make the "rolling on gravel" taxi noise when the aircraft is parked on the deck and not moving. 2. After a trap there's a click followed by a hissing sound for a few seconds, that loops indefinitely even after engine shutdown. Debrief shows no damage sustained, visual inspection of the aircraft also shows no damage.
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  15. Oh definitely. That's one of the reason I've been excited about that new film "Warfare" as it avoids all of that. "Greyhound" was pretty good at avoiding it as well. There's not enough appreciation of films that don't coddle the audience.
  16. Like the Jug, you could go over 2700, and in dive conditions did. Pulling a number out of my aft orifice but I think there was a limit of like 3050rpm in a dive? At any rate, breaking those limitations for extended periods of time would break the....something in there and you'd get a windmill for a prop. The P-47 had issues with that for a while where it would break too easily.
  17. Any idea where there's disagreement between the manual stating max 90C and the red tick/blue zone on that gauge being in the 120s? That's throwing me off.
  18. +1. I tried the trick of "button off" to trigger it, requiring two such entries if bound to a 3-position switch, however the system only recognizes the first bind and not the second.
  19. Where is the oil temperature? The manual doesn't show a closeup of the combined gauge showing precisely what is what. I have still not been able to figure out two of the three indicators on that combined guage. The one on the right is clearly fuel pressure. The one on the left behaves like oil pressure due to it being high on startup and low after engine warmup, but it has a red line denoting "90" when max oil temp is 90C. The gauage above has a red line somewhere around 110 or 120 when max oil temp is stated to be 90C, and it doesn't react at all to my oil cooler flap settings, leading me to think it's the carb temp. But then it doesn't react to my intercooler settings either.
  20. I enjoyed it but at the same time it didn't leave a memorable impression. Something felt slightly off with the acting or perhaps the script. Perhaps that means I need a rewatch.
  21. Noticed this as well. When making hard turns with the wheel unlocked, as soon as I release the brakes the aircraft stops turning as if the tail wheel snapped to center. No inertia whatsoever. In the other warbirds doing this would result in a 360. It's also nearly impossible to taxi with any precision, as the slightest tap of a single brake will bring her to a stop when you want to turn, and doing an in-place turn requires revving the engine to 2500rpm to unstick the tail wheel (yes it's unlocked).
  22. All AI in DCS fly like UFOs. This isn't limited to mods, and it won't be fixed until we get the long-promised GFM that was talked about for the past five years or so (with no updates as to its progress).
  23. Would the engine shut off with reserve selected and main below 50gal as well?
  24. Commonly used term is "torque roll," not "turn on its axis."
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