I've been trying to build Soviet Ground Forces, but I keep hitting a wall with not having in game equipment that is appropriate for the times. No SA-7A, SA-14, SA-16, BTR-60/70, various Infantry weapons. This is an area that is ripe for development! All the in game Soviet equipment is from the Great Patriotic War!
I don't think they'd have to replace the game engine to take advantage of these things. I'm sure that over time more features will be added and eventually as technology increases they might make a newer engine that does!
The afterburner effect still needs a lot of work to look convincing at night...It is still way too dim and disappointing...It probably needs to be longer as well...
Anti-tank platforms, Infantry weapon types, etc. I'm trying to build realistic Soviet units (Squads, Platoons, Company's, Battalions, Regiments, Divisions, etc.). I need more unit types to be more realistic...
For now, infantry is transportable via helicopter, but not via cargo planes and trucks/APC's...what gives? Is this going to be fixed/added? How about Airborne Infantry? I'd love to drop troops, or even Air Assault via fast rope out of a helicopter...Please make this happen. I don't think it would be very difficult to program...
It seems that the Basic User Manual for DCS is not upto date. It has no information about Infantry Units and there "Transportable" check box nor their ability to "Embark to Transport." Not that any of that actually works!
I've had to cheat to make Airborne troops...
I'm concerned about fixed wing elevator/stabilator modeling with respect to runway surface interaction. For example, if an F-15 had it's stab set 10 degrees down (nose up trim) it's rotation could only pitch the nose up 10 degrees max while still in contact with the runway. It would have to lift off before this trim setting could continue to rotate the aircraft anymore about the pitch axis...
Are aircraft elevator/stabilator/elevon modeled with realistic flight physics to include independent AOA or relative wind? Or, are they just modeled as a simple force generator to create torsion about the aircraft pitch axis? I ask this because I have doubts about the physics modeling that seem most obvious during takeoff rotation.
Since I found the NATOPS for this jet, I've been trying to see what works in game. I tried to break the ATS shaft by violating this caution, but found it doesn't matter what I do, it won't break...Is this coming to the game?
NATOPS:
CAUTION:
Ensure engine speed is below 30% N2 before actuating the engine crank
switch. Failure to do so may shear the air turbine starter shaft.
I was pleasantly surprised to see that the F/A-18C module already has this undocumented feature. Just follow the NATOPS!
NATOPS:
2.4.2.3.2 Cross Bleed From First Engine. The first engine should be at a minimum 80% rpm and 1,900 pph fuel flow. With the APU off, the engine crank switch controls the ATSCV and the ECS air isolation valve. Placing the engine crank switch to the second engine permits compressor bleed air from the operating engine to pass through the open ECS air isolation valve and the other ATSCV to crank the second engine. After the second generator comes on the line the engine crank switch returns to off and the ECS air isolation valve closes.
2.4.3 External Power Start. If the APU is not used, an external air source may be used to start the engine(s). After the bleed air knob is placed to OFF, and external air is applied in the right wheelwell, the start procedure is the same as when using the APU.
I concur! This is the same information that Air Traffic Controllers are taught about the subject...I just hope the effect is modeled right off the runway and can impact small aircraft performance (potential flip over) behind heavy jets just as in real life...