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Everything posted by some1
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Actually, I just checked and it looks like copied from Spitfire. +0 is at 17% throttle, +7 at 26% throttle, and at 50% throttle both aircraft make around +11 boost. Different supercharcher system (2 stage vs single stage), different carburetors, different linkage, same throttle. Magic, or super powerful boost regulator.
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The campaign missions are set to enforce all difficulty settings. No external views, etc. Is that by design, or accidental?
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First of all, the specific quote relates to ground behavior. You don't need a lot of power to start rolling. Doesn't say anything about flying and how much throttle angle you need to obtain cruise setting. Second, the throttles in Mosquito had indeed a short travel. Like they were literally a short, highly geared levers, which don't move very much, and that could caught pilots used to other types by surprise. Hence the extra warning. It's not about having a lot of power at small throttle angle, but rather the whole throttle having a short throw between closed and fully open position. EDIT: - To obtain +7 boost in Mosquito's Merlins on the ground in DCS you need roughly 26% of joystick input. - To obtain 44 inHg in Mustang's Packard Merlin on the ground in DCS you need roughly 37% of joystick input. (44 inHg is equivalent to +7 boost) That alone raises an eyebrow.
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Attached a track showing the issue. On my Reverb G2, the first two AMRAAM hits are not visible from 3.2 nm. The smoke cloud that remains after explosion suddenly pops up into view several seconds later. Only the third hit is visible from the start, as the range is now below 3 nautical miles. It's not a headset specific problem, I had two or three different systems since I originally created the topic. explosionsInvisible.trk
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Still broken. Explosions visibility is tied to FOV, and since Fov in VR is large, they disappear completely as close as 3 nautical miles.
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Basically whenever you're using a turbo without opening the throttle fully, you're wasting power (and fuel). You're boosting and choking the engine at the same time. You're limiting the efficiency of the supercharger, which is mechanically linked to the engine and costs you a fixed amount of horsepower. The turbo has to work harder which also increases the back pressure on the engine. Neither is good. The only reason for the interconnect is the ease of operation and to prevent the pilot from pulling back the throttle while keeping turbo lever forward.
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All the other tanks are pressurized to prevent fuel vaporization at altitude, but outer tanks are not. Also if one of your engines dies in flight, you can't use the fuel from that outer tank to feed the other engine, you just have a dead weight. These are the reasons why the outer tanks should be emptied first. It also looks like the engine priming system is connected to the outer tanks, but that seems to be a separate line bypassing the pilot's selector, at least on ED's diagram.
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You could if you wanted to, or didn't have the hardware for pressure refuelling available.
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It's simply because the inner tanks are connected to the common manifold, while the outer tanks are not. The outer tanks can be connected only to the engine in the same wing and that's it. A color picture from DCS manual
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The inner tanks in the Mosquito could be pressure refuelled via the fuel gallery in the bomb bay (the collector box on the diagram). It also contained non-return valves that prevented fuel from flowing between the tanks uncommanded. I'm not sure why all manuals I've seen state that the engines should be started from the outer tanks. It may be that they are higher than the engines, so the gravity assists in priming and starting. It may be that the fuel return lines from the engines go to those tanks, so there has to be some extra room or you're overfill them. Maybe both reasons. Other than that, the outer tanks should be used first and filled last, because they are unpressurised, and because of the droptanks feeding them (which also should be emptied asap). For the inner wing and center tanks, I don't think much distinction was made between them, they work the same way and can be used/filled in any order.
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Weights are straight from DCS payload editor.
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Engine sound source position is located literally inside pilot's head. If you move the head left-right and forward-back you can hear the sound jumping between speakers. soundF86.trk
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Now this frame turns white on/off with the afterburner mig21radarFrame.trk
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This has been fixed not so long ago for the Mi-8, but the cargo is still weightless in the Ka-50 (2.7.6)
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Why is artificial horizon so badly wrong at times?
some1 replied to imacken's topic in DCS: Spitfire L.F. Mk. IX
To be precise, the 'level' is the g force vector. So the gyro will get out of alignment in a prolonged turn, but correct itself when flying straight and level. Not to confuse with precession errors. Anyway, the DCS implementation of the attitude gyros is poor and carries over the same long standing bugs from airplane to airplane. I tried to explain it here, and this problem was reported multiple times since F5 first release -
Yep, valid point, thx
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Added Mosquito to the list.
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At low fuel settings in mission editor, the tanks are filled asymmetrically, with all the fuel dumped first into left outer tank. Here's an example with the aircraft set to 25% fuel in ME. I guess the correct order should be to fill outer tanks before inner tanks and center tanks last. Symmetrically of course.
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Weren't these supposed to be replaced with the new dynamic reflections system introduced a few updates ago? Some of the instruments in VR look like they have cracked glass because of those textures.
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Static vehicles (cars, trucks, aircraft) don't cast shadows any more with option set to "Flat". shadows.miz