Jump to content

Bounder

Members
  • Posts

    163
  • Joined

  • Last visited

Everything posted by Bounder

  1. Can confirm I've experienced this bug in the Spitfire and P51. The moment a blackout occurs all your inputs are locked - this means if you are firing your guns as you black out they will continue to fire until you regain 'consciousness'. Same true for your stick position i.e. if you are pulling back on the control column the 'unconscious' pilot will continue to pull back on the stick. I would have thought (and could be very wrong...) that when a pilot blacksout to the point they cannot voluntarily move any longer, they might relax / release their grip on the trigger button or control column? If so then we have a bug as the opposite occurs in DCS.
  2. Great for you guys to release the information to us and I can hope ww2 map and content release will be coming very soon. I have to agree with David (and others) regarding the split in ww2 map and ww2 AI untis being separate DLC. I know none of this is cheap to produce and can sort of see the logic behind it but it seems like a bad idea to split like this epsecially the possible impact for the multiplayer community. I'm also confused as it was said before that the map would include ww2 peroid units but now they will be a separate DLC. I'm not effected by this as I backed the kickstarter and have the map and units coming but think of those who had bought for example the Spitfire last week for $50 and expected to be able to buy the ww2 map with units for the same price as Nevada ($50) but now will be expected to spend more. Don't get me wrong, I'm really pleased to be getting the new content but wanted to voice my views. Thanks.
  3. Yes. Sorry, I should have written that above!
  4. - Boost: Controlled by the Throttle. Relates to the amount of fuel you are allowing to enter the engine. If you fly the P51 Mustang this is similar to Mannifold Pressure. - RPM. Controlled by the engine RPM lever. Indicates engine speed turning the constant speed propeller. Since RPM is dependant on fuel driving the engine it is effected by the throttle (boost) setting. With the RPM lever you are setting a maximum RPM. As you throttle up the engine turns over faster until you reach the max RPM set by the lever. It is important to use 'complimentary' boost and RPM settings so you do not overboost the engine (stressing the engine by putting too high a throttle setting compared with RPM). There is a list of boost and RPM settings in the Spitfire cockpit. Do not exceed the throttle setting for a corresponding RPM (see attached image below) for long lengths of time. [edit] Note +18 boost is not listed on the plaque - ideally you'll want to use 3000 RPM here. Overboosting is modelled in the P51 (which has the same Merlin engine as the Spitfire IX) but I'm not sure if it's currently modelled in the Spit right now. Note on constant speed propeller - the Spitfire is equipped with a constant speed propeller which automatically adjusts the propeller pitch to maintain a constant RPM. Here we select the optimum engine RPM and propeller pitch is automatically adjusted (depending on airspeed) between a range from fine to coarse. This is different from aircraft equipped with a propeller pitch lever where fine or coarse propeller pitch are set by the pilot and RPM is variable (depending on speed).
  5. Double yay! Thanks for your help Bignewy
  6. I think I get what your saying David but I think the object is to discuss the apparent disparity between the allied and axis lineup we have in DCS, and most specifically the Spit IX and 109K4. I don't buy the argument that one side has better pilots on average than the other and would be equally offended but knowing Krupi (as you do) without wanting to put words into his mouth I don't think anyone's calling the 109K4 a "noob plane" (although I frequently hear that about Spitfires in flight sims :lol:) We have a mid-war Spitfire against late war opponents. This we’ve all known since the kickstarter. The relative performance differences between the aircraft should be of no surprise at all, the 109K4 is the most powerful 109 variant of the war. The same is not true of the Spit IX. The mk IX is a very capable aircraft and you can get plenty of success against the Dora and 109K4. A good pilot and organised teamwork are vital – but this is true of any aircraft and those being equal, the Spit IX is up against it. Whilst it’s true the Spit IX has a turn advantage (which is particularly useful when defensive - and frustrating to opponents), against the current line up there is a crucial top speed disadvantage. It means enemies have a fantastic advantage - the luxury of being able to hound and then disengage at will. I believe this is the major crux of the difference in stats – kill/loss ratios are not only built on kills (duh). When a 109K4 or Dora feels he isn’t getting the best of the Spit, he has a very good chance to cut and run. The Spit IX is however powerless to do so and must fight on unless friends save him. Given how fast the Spit burns through fuel in a fight, very often I know I need to get out of the action area soon and rtb but find I am unable. It’s funny, there can be 10 allies alongside me but somehow the Hun always sniff me out seemingly knowing I have to return for fuel (100 Octane and tea) ;) My hope is that ED will eventually give us a better line-up of aircraft on opposing sides which will benefit both playerbases. What we have now isn’t really EDs fault and they are busy working on a ww2 map. For longevity though I feel a better lineup of opposing fighters will be needed. It’s one of the major draws to other ww2 flight sims available for me. Whilst it’s true the Spit IX faced the 109K4 and Fw190D9, it’s also true Fw190A8s and 109G6s faced the Spit XIV. The mk XIV is coming eventually and that will represent a suitable and more even opponent for the K4 and D9s. My hope (really really hope) is that we can get a 109G6 and a Fw190 A6/8 for the Spit mkIX. [fake edit] I haven’t mentioned the Mustang and wanted to say it is more capable in chasing down and escaping to safety so it’s not like the Axis can always out run / catch their prey.
  7. That'd be great Bignewy, getting this bug every time I'm on the server. Tonight I and other squadmates got it again. Frustrating as it's not apparent until we're in a fight and find ourselves neutered. I agree with David and Defaultface that it seems once the bug occurs even when I land lots of hits it doesn’t seem to register much / any actual damage and if an opponent ends up crashing following hits no kill is recorded. Thanks for looking into this, would be great to find the cause(s).
  8. I’d like to report a bug whereby tracers become invisible online and post 2 videos I’ve captured of this occurring – the Spitfire and P51 Mustang. The bug appears to affect the visibility off all tracers - all aircraft (not just my own) and ground units / anti aircraft. I’ve had it occur numerous times online and friends I fly with on teamspeak have also confirmed they suffer the same bug. The problem isn't running out of ammo or damage. You can see hits on aircraft as you fire into them but see no tracers. I've tried re-spawning in new aircraft on the server and still experience the bug. The only thing that fixes it is shutting down DCS and starting it back up again. The bug seems to occur after flying for a certain length of time on a server. You start out and can see tracers just fine but after a certain amount of time on the server the bug occurs. I can’t say how long but I would guess at least after 1 hour of being connected to the server. I’ve had a friend who connected the same time as me have the bug occur at the same time and others who joined shortly afterwards then report the same bug. Both videos recorded on Burning Skies WW2 Server: Spitfire P51
  9. Fuel pump switch is located on the left hand side of the cockpit, under the elevator trim wheel. There are a bank of three black switches, it's the one furthest from the pilot. It's indicated on page 121 of the pdf manual. After you've primed the engine 6 odd times, leaving the fuel mixture / cut-off leaver aft, flick the fuel pump switch on. After landing remember to set it off before shutting the engine down otherwise (once you realise and turn it off) you'll have to prime loads to restart it again.
  10. There are a couple of well-known repeat offenders consistently pulling the disconnect trick whenever they get in trouble, will be great when there's a way to punish and limit this behaviour :thumbup:
  11. I've found even when running fast straight and level the water temp will increase to the point I have to throttle back after a couple of minutes when running at full boost and RPM. However when this happens if I change the radiator from automatic setting to open this starts cooling the engine and it's no problem. I'm wondering if the automatic radiator is functioning properly and fully opening. I'm not talking about doing turns / climbs etc, just straight and level with constant high speed. [edit] I'm away for christmas so I can't get back on my pc to record a track but can do in the new year
  12. [x] i dont like it, dont think its realistic, please get rid of it Sound radar - being able to hear aircraft approach over the sound of my own engine is utterly unrealistic imo in DCS and has a major negative impact on air to air combat. Makes surprise attacks all but impossible with no effort if opponents' have their sound on. I don’t buy this as a “feature” for those who say they can’t check their six properly, while I have sympathy this is a sim.
  13. I think the "terror of the skies" or "butcher bird" reputation of the Fw190 has comes from the introduction of the Fw190A in 1941 where it faced the Spitfire mkV and Hurricane mkII. The Spit V was considered well matched against the 109F of that period but the Fw190A was a game changer. There’s a really nice bit in Spitfire - The History by Morgan and Shacklady on how impact of the Fw190A changed RAF policy on developing a replacement for the Spit mkV – which is along the lines of opposition to developing a major new replacement until the Fw190A came on the scene. I don’t have a copy of the book with me but it includes a letter from RAF command describing exactly this. From memory there were recommendations in place to only engage Fw190A’s under a certain altitude in the Spit V (again from my hazy memory of last reading Morgan and Shacklady ) – this changed once the Spit IX was introduced as it was very good match for the Fw190A. I’m not going to try to comment on how the Fw190A may or may not perform in another game but the Fw190D9 in DCS is a decent opponent for the P51D. At to mid to low altitudes (given similar fuel loads and pilot skill etc etc) it is faster, it will outclimb and out scissor the P51D and packs a very deadly armament. As Jockel says’ above, when flown right it’s a great bird but like any warplane it shines when flown to its strengths.
  14. This topic keeps coming up. My understanding based on what what I've read here is the 109 (certainly later models) were flown with flight stick pushed forward (nose down) for level flight (typically). This is how it was and is why it's modelled in the 109K. There are a bunch of threads discussing it and as such the information is spread a little. Yo-Yo did post a graph (from a 109G2) showing flight stick position data which I believe helps to demonstrate the need for the stick to be maintained forward and/or the need for nose down trim in the 109. Hope I'm ok to re-post it with link to original thread below: Image linked from Yo-Yo's original post here: https://forums.eagle.ru/showpost.php?p=2455383&postcount=8
  15. Absolutely Merlin, and for the benefit of the OP etc, one should note when reducing power you should reduce first the throttle followed secondly by the RPM (and likewise increase RPM first followed by the throttle when increasing power - this helps to protect the engine from damage). There are some very informative posts by Yo-Yo and Sobek on P-51 engine management with particular regards to both over- and under- boosting somewhere on the forum, trying to find them... [edit] here's one such link (there should be a couple of old threads): http://forums.eagle.ru/showthread.php?t=102754
  16. This is a big big no no. Overboosting is very much modelled in the P-51 and will damage and then kill your engine. Try not to set your MP above corrisponding RPM unless for short peroid if absolutely needed. For example if at 2700rpm dont go above 46mp until you set 3000rpm. Posting from my phone.
  17. The server was down - I caught Jockel on ACG's teamspeak server via their webpage and he's restarted it for us :thumbup:
  18. If you can't enter the cockpit etc as you say then module isn't activated properly. You can double check by joining a multiplayer server that has the 109 - you'll find you can select other modules (providing you own them) but not the 109. This has been a reasonably common issue going from DCS 1 ->1.5 and there are plenty of resolved threads. I found the post quoted below to be most helpful to fix the issue for me: (original thread http://forums.eagle.ru/showthread.php?t=101490)
  19. I think there has been a question of whether we will see a Spitfire with a mk V airframe typical of the early '42 prototypes but with a mid/late war configuration and engine (merlin 66). One issue being that modifications to the mid/late war mk IX including the elevator (as described by Azerf above) made to correct issues associated with the mk V as well as to adjust for the new engine etc may be absent and thus we end up with a rather unusual and not so very typical mk IX. Or at least that's what I've picked up trying to following these threads.
  20. Glad to see you were persuaded jcomm, just wanted to add a big +1 on the MSFFB for DCS warbirds. I’m a recent convert but not for the ‘shaky’ feedback (I turn this off/tune it right down – nothing worse than your stick buffeting around as you hold a turn) but for the way the stick forces increase resistance to match the in-game stick at high speeds – very very useful especially in the 109.
  21. Have you installed any mods as a friend had the same issue and removing old mods including sweetfx fixed missing dll errors.
  22. Extra note after troubleshooting in-game: you can only fire the cannon with idle engine on the ground, the machine guns will not fire on the ground with idle engine, you can test this by throttling up a little on the ground, firing a mg burst and throttling down again.
  23. There are a couple of things you should check: - when you requested re-arm/refuel via radio, did the ground crew respond? If not was the radio on? If the radio was on the ground crew wont respond, so turn it off and try again. Failing that, turn it on and then set it off again via the circuit breaker as it sometimes gets bugged. Was your canopy open (so the ground crew good hear you - seriously)? - after re-arming double check that the re-arm and refuel pop-up window actually shows 100% ammo? You can set a shortcut for the window, I believe the default is alt + ' - did you flip the guns safety switch on the top of the flightstick (L.shift + space)
×
×
  • Create New...