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Merc

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Everything posted by Merc

  1. I encountered a black screen after trying to exit the controls options. Got the black screen crash after setting up controls for multiple aircrafts and exiting options. After crashing, I created a profile for each aircraft separately. The problem is with the AV8, when I loaded it and closed the options, game crashed again to black screen. Attached is DCS.log and Profile.diff.lua. Regards, log and profile.zip
  2. I suggest smoke markers (green or X) in 3 corners wide enough around target so that you don't get any problem from the smoke itself. -- BTW, for some reason, I find all waypoints to be too close to target with regards to the delivery profiles... offsets seem off too. For example, LALD, when overflying exactly the pop-up, then climbing 25 deg, at 4500ft towards base/PUP waypoint I would end up in a position where the only good release would be at 3000ft 45dive or 3500ft 20dive. Base/PUP is also at 1.3nm instead of the 1.5nm listed in the SOP. Or am I supposed to offset first, fly a bit, overfly the pop-up (not towards base) and pull 25 climb, then at 4500ft, roll-in to base? Then the waypoins would make more sense... I'm asking because even though we've done this kind of profile a lot before, it's the first time we got waypoints to fly through ! I actually had more success ignoring the waypoints and flying the 45offset pop-up with guts and timing, but from what I read so far, it seems like not flying the exact profile is going to cost points even though it's not an official scoring criteria in the SOP... I'd like a clarification on that, I'm not saying waypoints are misplaced cause I'm pretty sure you guys did a good job, I'm just saying that I don't get their location in the profile. Also, are the waypoints located after a given turn or before it? About the fuel weight. Will it be possible to load less than 100% or is a full tank mandatory? Thanks a lot !
  3. BTW we're still not up on the main image :) Thanks !
  4. Please use the following emblem. Our skin is already in the list. FT modern gray one.
  5. The Virtual 9th Air Force is interested to participate also. That should be some good fun !
  6. Hmm, I really think this thread should stay alive. As a squadron which flies in MP servers, often other than ones we have control over, we like to be able to look like we should, and also look all the same. Being able to set your tailnumber was also used to ID ourselves on the tarmac back in LOMAC days. With the current implementation (or more the lack of), the much liked features are not available anymore. It's not vital, but once you had it, you don't want to go back. I see many options as to how to implement it (user-end wise, since the code is a black box) - It could be by network setting (although one choice per country is a lot), this is more applicable for tail number. - On the briefing or plane selection page, applicable for both. Maybe as a prompt when you select a plane slot. - Even by in-game menu (Crew chief, paint my aircraft), this is more applicable to skin selection. Has ED made any official announcement on the subject?
  7. Actually to correct one thing Pyroflash said... The CL does not change MUCH with velocity as long as we stay in the subsonic region. Going supersonic, it's another story and you get lots of effects such as supersonic pockets on the upper side of a wing and shock effects so the behavior of a given airfoil changes a lot. Basically, CL is a function of Shape, Mach and Angle of Attack (or Alpha). Usually Airfoil/Airplane shape is the most important thing, after it's Alpha and then it's Mach. Lift is simply the resulting force, kind of the result if you wish. In wind tunnels, a way to find the CL is with an aerodynamic scale by measuring the Lift. Then as Pyroflash pointed out, you can find the CL and caracterise the behavior for this given mach and AOA. You do this for lots of cases and you get nice plots. Then the results can be used on a model to find the lift as equations work in all directions like he said :thumbup:. Your graph is a bit out of context and I don't read russian but it seems to represent the CL/alpha with Mach. Think of it as the slope on the CL to Alpha Curve which Pyroflash posted. Look for xfoil if you want to have some fun looking at the CL for different wing shapes in 2D. (3D results vary a lot) Also here is a good introduction to models used in simulation as it takes into account Aspect Ratio in it's formulas : http://www.aerospaceweb.org/question/aerodynamics/q0184.shtml. Your graph would give ou the Clα value for a given Mach in there. Enjoy !
  8. There you go. It's a table from SimHQ's article on CCIP bombing. As unreadable as it may be, that's pretty much one of the only tables of this kind (on the net) I'm aware of. Example on how to read this : second data row Mk-82Low Drag : Nose Tail fuse, 3 bombs in Ripple single spaced 190milliseconds apart, in a 15 degree dive. [if you have to, depress the ironsight 218 mils - manual aiming] You'll release at 1600ft & 325 kias. Minimum alt to avoid bombing yourself is 1350ft. Pattern is N/A... expect 3 holes. The rest is Rollout and Base information on how to fly different parts of the attack. HW/TW-Mils/KT is a wind correction unit per knot of headwind / Tailwind. The one before is very hard to read so I'm not quite sure. Last 3 columns is information on how to perform a popup attack with this setup. As far as you are concerned, the 15 degree dive, airspeed and altitude is the actual release parameter for this setup. One last note : For Mk-20s, the density is misleading, it's given in sqft / Bomblet. For short the lower the number, the more dense (more bomblet per area) and the more effective it is. However the pattern will be tighter if the density is high so it's a tradeoff you should keep in mind to achieve the desired effect. Hope that was useful, Enjoy ! Should you have any table for other bomb types, please share !
  9. Hmm, make sure that's the bottle neck. FPS is not all about graphics card. And it's very hard to tell without any computer information. Be aware that you might get a bigger FPS increase if you upgrade the CPU, get more RAM or get yourself a solid state hard drive depending on where the bottle neck is. And that could be cheap compared to two brand new graphic cards.
  10. Personnally, the price tag is not what will keep me away from the WH in the long term. But at the moment I'm sticking with my X52 even if most people I know switched. I'm curious how the WH will do in the med to long term for reliability. Other consideration : WH is plug and play, X52 is all about good profiling, which you have to get or make.
  11. Good stuff, thanks for putting up the website with the gallery on it ! Ah, now if only we could choose one of these fantastic skins in multiplayer before getting on the tarmac along with a nice tail number... (Devs : wink wink)
  12. Hey mower, you might be interested to look the virtual9thaf up. We fly seriously and have been there for a while. We got guys from the US GMT-5, GMT-8 and Euro GMT+1 We are looking for pilots who want to fly as a team and focus on tactics and operations rather than "large scale weapon deployment". We will move to DCS-A-10C once it comes out final. Currently we started a partnership with the 5th EVC (GMT-5) who is already on the C for joint training. That said, I prefer to make no warrantee as to fit your hardcore needs.
  13. I think we should have the ability in multiplayer to select skin and tail number prior to takeoff. I guess this would be a good thing to have for a lot of squads out there. It just gives you back the impression that you are flying your assigned plane. I think that's pretty much self explanatory.
  14. What I miss the most is the ability in multiplayer to select skin and tail number prior to takeoff. I guess this would be a good thing to have for a lot of squads out there. I think that's pretty much self explanatory.
  15. Bug 1 : A-10A flaps in multiplayer. When a pilot extends the flaps either half or full, other pilots will not see them down on their local machine. Reproduced a few times by just going MP and extending the flaps. Original game install, no mods except tacview. Bug 2 : Unable to refuel while in a hangar, rearming works. Having to taxi out of the hangar just to shut down the engines and remove some fuel is very annoying too. Also, hangar friction is as if it was grass underneath. Occured at Kutaisi and (Novorossijk or Gelendzhik) while in A-10A not tested elsewhere.
  16. According to the research I did back when making the Triple Ejector Rack Mod, you can't load AGM-65K's on the triple rails so 2 K's would be the maximum. These mavericks are too heavy for the triple rails. Usually 4 AMG-65D's is the maximum loaded. Also I read something about the inner mavericks having a nasty habit of toasting the paintjob when launched. Remember the more weight you put on the A-10, the less you'll be able to maneuver and counter any kind of threat. Flying light is realistic.
  17. Did try it in FC2.0. It works fine. Refueling itself : Open refueling door. Establish yourself about 600ft behind tanker. Rule of thumb is about 5 knots overtake per 100ft behind. Connect at walking pace with a steady ship. If you have too much overtake, go too far forward or are out of parameters you'll get a breakaway call.
  18. Sometimes the AI goes frenzy on the comms, repeating the same sound every five seconds or so. Occured to me in multiplayer on three occasions, two types of problems : First occurence, problem type 1 Landing in fingertips formation, I land my plane, then tower tells me : "Not cleared for takeoff" in loop until me and my wingman (player) are done rolling and exit on the taxiway. Once my wingman clear the active runway I get a "Cleared for takeoff". What's wrong : 1. Clearance for takeoff while landing. 2. Repeating message hammered in my head until I clear the runway. I was mutliplayer server. Second occurence, problem type 1 Air refueling test with the same wingman. KC-10 tells me : "Chicks in TOW", then repeats the same message every 5 seconds until I finish refueling and get on left echelon on the tanker. My wingman refuels and is not getting the message. (Boom was extended for both planes : THANK YOU ED !) What's wrong : 1. Repeating message hammered in my head until I'm done refueling. I had to close my speakers on that one. I was mutliplayer server. Third occurence, problem type 2 I start refueling and all of a sudden I want a different fuel setup. I ask for refueling again (denied). At this point I hear the fuel pumping in. I start my engines once I got the fuel amount I want (ground crew not done). Ground crew tells me : "What are you doing", I still hear the refueling sound. I takeoff and still have the refueling sound activated. I go around, land, stop my engines, wait a few seconds and ask for refueling. After ground crew is done, refueling sound finally stop. What's wrong : 1. Refueling sound keeps going on aborted refueling I was mutliplayer client.
  19. I do agree about the tracers and lack of ground explosions which feel a bit wrong. It's a visual effect but it does matter for immersion. I might be wrong but I think A-10s are loaded with mixed ammunition, aka one API round for 3 HE rounds. It bugged me at first and I did look up some videos on youtube and couldn't find Gau-8 tracers, so it still bugs me. Can't say the ballistic model isn't good looking however, just not fit for the A-10.
  20. Hey all, I would like to know if there is a way to force a choice of skin and tailnumber for multiplayer. Either by menu items or config files. If not, is there any plans to add this? Thank you.
  21. I love this, can't wait for the english release.
  22. Regarding that, the 9thAF already started on these topics but I would like to know something about a point you didn't mention. Will a proper notch for radar evasion now require a serious look down situation and usage of ground clutter? Or, can we still put ourselves in a good angle at 25000ft to disappear from the radar screen entirely while being completely skylined? I'm quite sure the latter should never happen.
  23. Change good to interesting then :) About the anti-JSF, he's also pro F-22 and if I remember often compares the F-22 to the F-15.
  24. I don't usually get into these kind of arguments, but here's a good source : http://www.ausairpower.net/APA-JSF-Analysis.html This review is independent of USA and Russia. It also gives a comparison of Western to Warsaw A2A weapons. Now, how can this data be analysed, I'll leave that up to you. I made my own mind about the game : I think the Aim-120C is less energy effective than it should, but obviously more maddogable than it should. The worse drawback of LockOn's western weapons being lack of variety. What works against an Aim-120C will work against another. With the russian payloads you get almost a dozen different missiles with different kinetics for the enemy to deal with. However with a Aim-120C you do get the valuable fire and forget warhead. Baseline : Know your flaws, know your strengths. Enjoy the choice!
  25. Ah no problem about this. And when it comes to the F-4E and F-15... I'm a complete ignorant about where to fit the MER. :joystick:
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