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Everything posted by Igor4U
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I was just trying to narrow down which F-86F we are enjoying here. Looking at our F-86F, I don't see any leading edge Slats, and I would assume that we're not Nuclear capable, so we're probably looking at an earlier Block Production Run (Korean war era). *** Leading Edge Slats (reduce landing speeds, unknow if they were also "Maneuvering Slats" for ACM enhancement ?) F-86 Leading Edge Slats http://forums.eagle.ru/showthread.php?t=129670 North American F-86 Sabre http://en.wikipedia.org/wiki/North_American_F-86_Sabre F-86F Model-Blocks: The F-86 Sabre incorporated the F-86E's "All-Flying-Tail"; I'm guessing this was to overcome high speed pitch control problems of earlier model F-86s (equiped with more conventional "elevator" style empenage) which may have had trouble with Mach Tuck at transonic speeds. Stabilator http://en.wikipedia.org/wiki/Stabilator Tailplane http://en.wikipedia.org/wiki/Tailplane Mach Tuck http://en.wikipedia.org/wiki/Mach_tuck Uprated engine and larger "6–3" wing without leading edge slats, 2,239 built... Sabre Fs had much improved high-speed agility, coupled with a higher landing speed of over 145 mph (233 km/h). North American model(s): NA-172 (F-86F-1 through F-15 blocks), NA-176 (F-86F-20 and -25 blocks), NA-191 (F-86F-30 and -35 blocks), NA-193 (F-86F-26 block), The F-35 block had provisions for a new task: the nuclear tactical attack with one of the new small "nukes" ("second generation" nuclear ordnance). NA-202 (F-86F-35 block), The F-40 had a new slatted wing, with a slight decrease of speed, but also a much better agility at high and low speed with a landing speed reduced to 124 mph (200 km/h). The USAF upgraded many of previous F versions to the F-40 standard. NA-227 (first two orders of F-86F-40 blocks comprising 280 aircraft which reverted to leading edge wing slats of an improved design), NA-231 (70 in third F-40 block order), NA-238 (110 in fourth F-40 block order), and NA-256 (120 in final F-40 block order); 300 additional airframes in this series assembled by Mitsubishi in Japan for Japanese Air Self-Defense Force.
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The below Post noted how aerodynamically clean the Sabre is. I also noted that the F-86 doesn't want to slow down (on final) to land. Even with Speedbrake deployed and Gear & Flaps down (with Throttles at Idle), she just doesn't like giving up her Knots. Now I know this is 2nd generation Jet Engine Technology, but I would have thought with everything hanging and Idle Thrust, the aircraft would start sinking like a rock or bleeding off airspeed like a banshee (or both). The danger with early jet turbine engines was spool up time. A pilot could get caught with throttle aft trying to bleed off airspeed, mis-judge his need for adding power to catch his target approach speed, and end up dangerously slow while the engine slowly spools back up. I'm very impressed with this F-86's throttle response. It's much more responsive than I would have guessed. Again - be nice to hear from some real F-86 veterans to authenticate the performance, But again - seems the Sabre is very Slick (low-drag) through out it's flight envelope. A little slippery on Final. realistic drag? Or gaining too much lift? http://forums.eagle.ru/showthread.php?t=127538 "I am experiencing the F-86 having sort of almost none drag at upper speeds. If you cut off throttle down to idle you can glide enormous distances." "The F-86 is a clean plane with a relatively high aspect ratio wing (compared to modern fighters). It shouldn't be all that draggy." As noted in the below Thread, Flap deployment does result in Pitch Up and possible change in the relationship between center of lift and center of gravity. It does take forward stick pressure to lower the nose and the Nose-Down Trim to stabilize the Aircraft. Maybe I should delay lowering the flaps until I am well under 200KIAS and closer to final approach speeds (I've been using 140 KIAS for Final) to lessen the aerodynamic forces involved. Also - maybe with an empty Gun, the CG shifts aft enough to exagerate the flap down pitch up. Need some forward Ballast ? Sabre flaps http://forums.eagle.ru/showthread.php?t=127873 "DCS Sabre becoming tail heavy after lower flaps..." "I've also noticed that the Sabre is extremely tail heavy with flaps down."
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Roll Rate 120 Degrees/Sec (?) Just finished a little flight testing. I have a couple F-86s in another Flight Sim and wanted to compare their performance against the Belsimtek F-86 (for DCS World). Here's what I noticed: - Acceleration (at 5,000 ft MSL Standard Day 300 to 500 KIAS): Approx 60 seconds for a Clean F-86 (DCS World). Other F-86s about 90 seconds (but they had external fuel tanks). So all-in-all: all models fairly close in performance. - Roll Rate (at 400 KIAS): Here the results were quite different. The DCS World Beta F-86 has a roll rate approximately 120 Degrees / Sec. That is significantly slower that my other F-86s who are closer to 360 Degrees pes Sec. I have no idea which roll performance results are most realistic (only that they differ quite a bit). Again - wish we could get some input from anyone who has had hands on a Sabre Jet and see how our F-86 stacks up to reality. Heck - Belsimtek would probably give em (a few Korean War F-86 Jocks) a free copy of the F-86 for Test & Evaluation and Feedback !
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The F-86 Sabre doesn't seem to roll cleanly around the longitudinal axis (across the speed envelope). Watching from Chase View - I get a noticeable sloppy Wobble. Even when unloading below 1G, I get a lot of adverse yaw requiring a good amount of same direction Rudder. The Roll Rate isn't bad - but I was expecting a little more crispness and responsiveness. This adverse Yaw Moment that is coupled with commanded Roll may be another reason for the Spin behavior noted below: F-86 Stall/Spin behaviour doesn't seem correct. http://forums.eagle.ru/showthread.php?t=129558 I don't know how close our Flight Model is to the real Sabre; but it'd be interesting to get a F-86 Veteran to comment.
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Project Performance Parameters On-Screen
Igor4U replied to Igor4U's topic in DCS World 1.x (read only)
Thanks for the suggestion Tone71 ! I'll look into it. I would also guess that a Multi-Monitor Setup (if Possible) with 120+ Degrees FOV would also increase SA. -
Yeah - the Stick Blocks the view of the VVI (VVI extremely useful in approach & landing phase of Flight). I can raise my Seat Height (RShift+RControl+NumPad8) and then rotate View downward to see the VVI in the Zero to 2,000 ft/min descent rate Range. But that's extra work that could be made easier by a "Hide Stick" Function.
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Documentary Series "Dogfights" Howdy All ! A while back, I picked up the 10 DVD set of the complete Series of the History Channel's Documentary TV show: "Dogfights". If any of you are interested in Military Combat Aviation - this is Must See TV (now DVD) ! "Dogfights" recreates famous Dogfights and Aerial Battles using outstanding animated simulation, expert narration, and interviews from the real participants. Dogfights — History.com Videos http://www.history.c...ogfights/videos Dogfights (TV series) http://en.wikipedia....hts_(TV_series) Dogfights: The Complete Series Megaset (2009) http://www.amazon.co...words=dogfights After watching the "Dogfight" series, I had the following observations: - The series does a good job of analyzing aircraft maneuvering (in relation to each other) during the engagements in 3-D airspace, and discussing the Basic Fighter Maneuvers employed. Also - they keep the viewer appraised of the pilot's energy management through out the encounters. - The neatest maneuver I saw used over and over again (to prevent a 3/9 line overshoot) was the barrel roll into and over-top the opposing aircraft back to the outside and ending at the enemy's Sixish O'Clock for a Shot. The maneuver is there for the taking in DCSW, but keeping the enemy aircraft in sight during the maneuver is no doubt, tougher in the Sim than in Real Life. - "Dogfights" does a good job conveying the brutal physical exertion involved in high-G maneuvering, and the super-human feats of some of those engagements lasting 5-10-15 straight minutes of non-stop maneuvering. - A few things that they fail to mention (and may be beyond the scope of the narrative's discussion and the general TV audience's comprehension) are: -- The concepts of a formation "Sorting" targets, and the "Engaged" and "Supporting" roles within the basic two-ship element. -- The Situational Awareness Construct provided by Radio Calls concerning who is in sight (Visual & Blind for Friendlies) and (Talley & No-Joy for Bogeys/Bandits). - Many of the portrayed engagements would lead one to believe that a breakdown of formation integrity and flight discipline was acceptable SOP. Yes - in the mayhem of air-to-air fur-balls, fighters can get separated and end up fending for themselves. But there's quite a few one-v-many fights (depicted) that give the uninitiated viewer the wrong idea that that is the way aerial combat was/is routinely conducted. Maybe it's just that many of the Great Engagements were the result of having to fight for your life alone (but maybe not unafraid). - I recommend the Dogfight series for any DCSW pilot wanting to get a glimpse into, and feel for, the adrenaline infused encounters called aerial combat. Many years of training might be called on for real execution compressed into mere do-or-die seconds, with no second place ribbons. Fox 2 ! BVR Igor4U !
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Project Performance Parameters On-Screen
Igor4U replied to Igor4U's topic in DCS World 1.x (read only)
Thanks cichlidfan ! I had never noticed that before. Still relatively new to DCSW. Hope that helps me get a few 50 cal slugs on that Fw 190. Cheers BVR Igor4U ! PS: My experience is that (without 3D Virtual Reality Goggles) Air to Air Combat is probably the hardest (but one of the most fun) thing I do with a Flight Sim -
I've been flying the P-51D using Instant Action (Intercept Mission) which is basically 1v1 against a Focke-Wulf 190 (Fw 190). Since the scenario starts out in what is close to 180 out merge, the difficulty of the engagement (single monitor) is keeping the opposing aircraft in sight. To do so, I find myself using an exterior view keeping the P-51 in line of sight with the Fw 190. But this creates difficulties of its own. Since I have no Force Feedback (and I'm not using Cockpit View), I find it difficult to tell if I'm Max Performing the Plane (or exceeding aerodynamic limits of G, and Stall Speed). I get approximate feedback in terms of how the plane is visually reacting to control inputs, but without instant access to airspeed and G-Load information, it's hard to fight that pesky Fw 190. Now I know we can project Frame Rate Counter information on the Monitor (in upper left hand corner). My Question: - Is there any way to project Airspeed and G-Load Data on the Screen (similiar to frame rate) ? I'm guessing not - but figured it can't hurt to ask. BVR Igor4U !
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In reference to these tow lines in: View.lua UseDefaultSnapViews = false ExternalViewAngleDefault = 60.0 Questions: - Is 60.0 degree FOV fixed for all scenarios, or can you change it ? - If changable: does changing 60.0 to another FOV setting take effect only if "UseDefaultSnapViews = true" - If "UseDefaultSnapViews = false"; is "ExternalViewAngleDefault = 60.0" still used (or ignored) ? ========================================================= In reference to items 6 & 13 in: SnapViews.lua in USER-Saved Games Folder [6] = {--LWin + Num5 : Snap View 5 viewAngle = 75.000000,--FOV Comment: I assume this setting for SnapView Num5 is either default or your modification (thru LWin + Num5 and the RAlt + 0). Can anyone verify my understanding ? [13] = {--default view viewAngle = 85.000000,--FOV Comment: I think I have this FOV setting figured out - it is the interior Cockpit (Pilot) View that the sim Auto-Zooms (within first 5 seconds of starting to Fly) to. And I assume this setting only makes a difference if "UseDefaultSnapViews = false" (in View.lua). Confirmation Please ? ========================================================= I touched on these issues in a related Forum Thread .......; Discrepancy in Visual Perception of Range depending on Cockpit versus Chase View. http://forums.eagle.ru/showthread.php?t=127667 ........... but was wondering if anyone could clarify or vector me to the technical documentation better explaining the (Views) lua files. Thank You ! BVR Igor4U !
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Discrepancy in Visual Perception of Range
Igor4U replied to Igor4U's topic in DCS World 1.x (read only)
Modified to my Satisfaction (for Now) I make a few modifications to my View.lua and my (in Users-Saved Games-DCS World) SnapViews.luan Files. I edited some of the FOV settings as follows: In SnapViews.lua (for both A-10A and P-51D) [6] = {--LWin + Num5 : Snap View 5 viewAngle = 90.000000,--FOV [13] = {--default view viewAngle = 90.000000,--FOV In View.lua ExternalViewAngleDefault = 90.0 Attaching Screenshots comparing Cockpit and External (Aft in Chase) Vies for both A-10A and P-51D. My goal was to synronize views to keeps things looking the same distance away while I switch from interior to exteriors views and then back again. Are there any Tactical Implications here that would degrade combat effectiveness ? -
Adjusting Seat Height / Pilot's Head Height
Igor4U replied to Igor4U's topic in DCS World 1.x (read only)
The type movement here is NOT Rotational Movement but moving the pilot's Viewpoint straight up/down left/right forward/aft. Some Flight Sims refer to this movement as "Translate" (L/R U/D I/O). For the Combination Key Commands that (inside the Cockpit) move your view point: - Left: RCtrl+RShift+Num4 - Right: RCtrl+RShift+Num6 - Up: RCtrl+RShift+Num8 - Down: RCtrl+RShift+Num2 - Forward: RCtrl+RShift+Num / - Aft: RCtrl+RShift+Num * I could not find those exact key stroke combinations assigned to default View Actions. I wanted to simplify (shorten) the key commands by assigning the the up/down left/right commands to the Arrow Keys on the Keyboard. How would one create Actions within the View Options (Controls - General - Views) to do such (assign to "arrow" keys) ? -
Discrepancy in Visual Perception of Range
Igor4U replied to Igor4U's topic in DCS World 1.x (read only)
Easier Way to Synch Internal and External FOVs My Previous Attempt at synching FOV (External = Internal) seems unreliable (that is editing the View.lua file); it doesn't always seem to work. So here is an easier way: - When External (Outside Aircraft); Zooming in in out is in reference to the Aircraft. The Scenery (World) FOV doesn't change. So External FOV is Fixed. - When using Internal View (Pilot looking out of Cockpit); Zooming in/out does change Scenery (World) FOV does in fact change. Rather than just zooming in/out on the HUD and Instrument Panel, the Swath of earth viewed changes in FOV. So the key is to Zoom the Cockpit View (IN) and then cross-check the External (Aft Chase Position) until object in the distance are the same size (things external to the aircraft look exactly the same distance away). I have a matching set of A-10A screen-shots where I've synched up(internal and external) FOV. The only trouble is the Cockpit (Internal) View has to be Zoomed in quite a bit. In reality the Pilot would see quite more of the cockpit and instrument panel. But I like things to look alike (same distance away) when I'm switching between inside and outside vies. -
Adjusting Seat Height / Pilot's Head Height
Igor4U replied to Igor4U's topic in DCS World 1.x (read only)
Thanks AtaiiaA1 Isn't what u r asking = to this? or am I mistaken? RALT+NUMPAD0 To Save as Default View/Position for This Aircraft. *** This sounds a lot easier than editing lua filesAnd Thanks Everybody for the Vectors. I'll get under the Hood and make it work (just a little Slow - New to DCS World) Thanks again ! -
Adjusting Seat Height / Pilot's Head Height
Igor4U replied to Igor4U's topic in DCS World 1.x (read only)
Thank You SkateZilla, Once I adjust Pilot's (in cockpit) forward facing View to my liking; how would I edit the SnapViewsDefault.lua file to modify Snap View NUMPAD(5)'s default Position ? Any Idea which Parameter to adjust? [5] = { viewAngle = 35.000000,--FOV hAngle = 0.000000, vAngle = -10.651850, x_trans = 0.327622, y_trans = -0.278207, z_trans = -0.244799, rollAngle = 0.000000, Thanx ! -
Howdy DCS Worlders, I'm looking for a way to adjust Seat Height in the Cockpit (actually how high the Pilot's Head is); This will affect the Pilot's viewing angle over the nose of the aircraft and viewing angle to see the front instrument panel inside the cockpit). I'd like to be able to adjust this parameter in real time (Flight) the same as looking around (rotating view), or zooming in and out. But if that's not possible, I could modify the default Snap-Views lua file. But Questions on the SnapViewDefauly.lua file: Can anyone tell me (break it out) what the bracketed numbers 1,2,3,4, .....13 correspond to (I know each aircraft has its own settings) ? And within each Bracket Number, can anyone breakout the sub-parameters: [5] = { viewAngle = 35.000000,--FOV hAngle = 0.000000, vAngle = -10.651850, x_trans = 0.327622, y_trans = -0.278207, z_trans = -0.244799, rollAngle = 0.000000, Which one will affect Seat Height / Pilots Head Up-Down in the Vertical. I could just go in and edit at will (trial & error), but in this case I'd like to know what I'm doing before messing around. Thank You BVR Igor4U ! SnapViewsDefault.lua.txt
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Devrim - Thank you for the Information ! R-Ctrl + Pause is working (have Frame-Rate Counter Displayed) Will leave it that way. THANX Again !
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Never did get the "F" Key on the Keyboard to activate the display Frame Rate Counter (even though there were no conflicts - the Flap function was removed from the "F" key and reassigned to my TM HOTAS Throttle Quadrant Flap Lever in all other aircraft.) QUESTION Now is - Can I tweek a lua file to have the Frame Rate Counter default to always On when I start up any and all DCS World Modules ? ** I'm new to DCS World and would like to monitor Frame Rates (easily) as I continue to adjust my graphics/rendering options for balancing Picture Quality versus Frame Rate Performance. Thank you !
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Discrepancy in Visual Perception of Range
Igor4U replied to Igor4U's topic in DCS World 1.x (read only)
OK - Figured it Out ! OK - I got the internal view (in Cockpit) and the external view (aft chase position) to synch up in terms of how far away something appears to be. Yes - it was the Field of View (FOV) being different for the two viewing perspectives. The file you want to modify (and place in your USER Folder - NOT in the Main DCS World Install Location) is: C:\DCS World\Config\View\View.lua Here is the change I made to applicable line controlling External FOV: ExternalViewAngleDefault = 75.0 <---------(Changed to 75, originally my default was 60 degrees FOV - not sure if DCS World sets the default based on your Monitor's Aspect Ratio) *** Now let's see how this works out tactically when using this wider FOV with external viewing positions. Will get back on this if I encounter degraded employment issues. ========================================================== NOTE: DO NOT EDIT stock game files. You local changes should go to C:\Users\<YOUR PROFILE>\Saved Games\DCS\Config\View\ Please, copy the file(s) to this folder (create if neccessary) and keep your changes there. -
Discrepancy in Visual Perception of Range
Igor4U replied to Igor4U's topic in DCS World 1.x (read only)
OK - I get it ! The Outside View with the narrower FOV (stretched across the same Width Display) makes things appear Closer. And the Reverse be true for the Cockpit View with its Wider FOV. Can Inside/Outside Views be synchronized with the Same FOV ? I'm guessing not; but I'm pretty new to DCS World. PS: Thank you Gentlemen for Cluing me In ! -
Discrepancy in Visual Perception of Range depending on Cockpit versus Chase View. I have two series (P-51D and A-10A) of Screen-Captures (screen-shots) at the exact same moment in time from two separate perspectives: - From In Cockpit - From a Chase Position For Both Aircraft scenarios (both on Final Approach), the View from inside the Cockpit appears further away than the View from just outside just aft in a close Chase position. The aft Chase position visually appears to be from a much closer range. Curious: Any idea why DCS World Modules produce this slightly different perspective (on range) depending on Viewing Position ? Are there any settings I'm missing or need to configure differently ? BVR Igor4U !
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No Conflicts with "F" Key I re-assigned show "Frame Rate" to the "F" Key in all aircraft from FC3 and P-51D. Absolutely NO Conflicts with other keys. Now, not only is the "F" key not working for Frame Rate and "RCtrl+Pause" the original default command (which was still working with "F" key assigned) is now NOT working but RCtrl+Alt+Pause is Working to show Frame Rate even though not assigned. Still scratching my Head ????
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Excuse me for the Double-Post I searched for the keywords "Frame rate counter" and found an exact match; and submitted reply to re-open the discussion because I Have the same problem and need some help. Frame rate counter not showing http://forums.eagle.ru/showthread.php?t=103352&highlight=Frame+rate+counter Then I realized that the Posting is off the (Forum's) beaten path and might not get seen. So I decided to repost here (in DCS World-Bugs and Problems-General Questions) discussion. In the Control - General (and all Aircraft) - General Menu; I re-assigned the display "Frame rate counter - Service info" function: - from "RCtrl + Pause" (default setting) where is was working OK - to the "F" keyboard key Since assigning to the "F" key - the Frame Rate counter hasn't worked at all ??????? Any reason why function is inoperative - am I missing something ? Any Help Appreciated - THANX is Advance Edit: Even with the "F" Key assigned (to Frame rate counter) in General and P-51D Sim; the RCtrl+Pause combo still activates the display Frame Rate. What's Up with that ?
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Frame rate counter not showing
Igor4U replied to mmtaraval's topic in PC Hardware and Related Software
Re-assigned Frame rate command - Now not Working? In the Control - General (and all Aircraft) - General Menu; I re-assigned the display "Frame rate counter - Service info" function: - from "RCtrl + Pause" (default setting) where is was working OK - to the "F" keyboard key Since assigning to the "F" key - the Frame Rate counter hasn't worked at all ??????? :helpsmilie: Any reason why function is inoperative - am I missing something ? Any Help Appreciated - THANX is Advance Edit: Even with the "F" Key assigned (to Frame rate counter) in General and P-51D Sim; the RCtrl+Pause combo still activates the display Frame Rate. What's Up with that ? -
OK- Thanks ! So DCS Updater just downloads and installs the files that have been updated (changed or added); it doesn't go get the entire 7+ GB ?