Jump to content

VampireNZ

Members
  • Posts

    1845
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by VampireNZ

  1. Yes I have noticed this also, even mentioned it I believe in the past. As usual it was just poo-pood by the ED white-knights and swept under the rug.

    You are correct, blades follow the same path, at the correct blade angle. It is not called a rotor 'disc' for no reason......

    • Like 1
  2. There is a mod that helps alleviate this somewhat - nice to be able to fly straight! - https://www.digitalcombatsimulator.com/en/files/3321595/

    I constantly tweak the settings on the ground to get a good balance depending on how I am flying it etc - currently the settings I am running: 

    -- Trim Notes! 
    -- Negative Aileron values are to Starboard 
    -- Negative Rudder values are to Port
    --
    --aileronTrimTab = -0.0             DEFAULT VALUE !
    aileronTrimTab = -0.0205
    --
    --rudderTrimTab = -0.666          DEFAULT VALUE !
    rudderTrimTab = -0.385

     

    So a tiny bit of right roll and half the default port rudder trim

    • Like 1
  3. 3 hours ago, Gunfreak said:

    From what I understand the winwing has a max force of 6kg on all axis. Which is less that even the roll axis of the real thing, 17lb being 7.7kg

    So I'm not sure if the winwing one is very realistic. That said 6kg of force is a lot. I did a dogfight with 6kg on all directions and it was very tiresome, 6kg pitch up was OK for a short period  but holding 4-6kg in pitch up during  a prolonged two circle was tiresome. And while 6kg is OK in the the left roll, in the right roll.  It feels like a lot, it's an unnatural way to move the arms that way.

    Yes the actual forces of the real thing must be gruelling - the RS can have much higher loads if you want but I limited my settings a little to not stress the base..or my pretty substantial installation base on side of simrig!

    Just drop the right roll setting to much lower than left as mentioned as yep you are much weaker pushing away than pulling inwards. Eentually you will hae it set so they feel eactly equal in each direction for same amount of roll.

  4. On 11/22/2022 at 9:03 PM, admiki said:

    Yes

    Not sure it is entirely the 'noobs' that are the problem. As an 'interested 3rd party' investigating the Apache with a view to purchase (I have every other heli module already, so why not lol) - it is a little comical when you see a member of the ED Beta Tester Team stating....

    "There isn’t ever a point when flying the real thing that I’m like “yeah, I’ll just let go of the flight controls now” and it’ll fly itself for me. It doesn’t work that way at all."

    and then literally in their VERY NEXT POST...

    "I can pick the helicopter up off the gound in the current OB build without applying any pedal whatsoever, from the position the pedals start at when you load into the sim"

    Just so we are on the same page, the anti-torque pedals are a flight control. 😉

    As I said, just interesting and amusing - but I can see how these 'modern-ish' helicopters with their fancy 'stability control systems' can cause issues in sims such as this with most people not having access to the 'correct' type of control device as used in the real machine, and want to enojoy the 'challenge' of flyinig a helicopter. I personally enjoy flying the Hind much more by disabling all SAS systems, but they are useful for boring A-B flying. I guess we need to remember these machines are designed as weapon delivery platforms - not machines to test the flying dexterity and ability of the pilots 24/7 when they would rather be focusing on what is happening in the battlespace and employing weapons etc.

     

    • Like 1
  5. 5 hours ago, jimcarrel said:

    I could be wrong, but whatever you have done, that is the way mine has operated for quite a while. Maybe as long as I remember. I've always had to hit enter on 1st start.

    Ok thanks - have been away from DCS for a while, and was playing solely in VR before then, so prob forgot it was always zoomed out when you first entered cockpit.

  6. Not sure what I have done, but when I get into any cockpit for the first time in any aircraft, the FOV is set to 84.4 and I need to press NumPad Enter to Zoom normal to the value of 65 I have set in SnapViews.lua file from the \saved games\dcs\config\view folder. I don't have anything mapped to Zoom axis on any of these aircraft.

    Never encountered this before but no doubt I have touched something I shouldn't have - help would be appreciated. It's not the end of the world but seems strange I have to reset FOV every aircraft start now.

  7. I also have the RS FSSB and while that stick DOES actually move (as per the real Viper stick, as no movement at all didn't make the pilots very happy), it is only minimal like 1/4". Using the stick you don't even notice the movement and it is inconsequential really - you are not trying to 'reach a certain amount of movement' or anything - just using pressure.

    You also need a LOT of force, probably way more than you think.  Say around 25lbs in pitch, and 17lbs in roll or thereabouts for a 'real' feel. I used to run around 12lbs in pitch and 7 in roll on the RS, which felt like a LOT - you need a pretty sturdy mount!

    You also need to 'offset' the pitch axis as if you have mounted it on your side - you don't pull directly backwards, there is always a bit of sideward deflection too, so I imagine in your software you can input some rotation to the pitch axis.

    One last thing that also might impact why you are noticing a change rolling left - you don't have the same load for LH and RH lateral  movement, as you can naturally pull a lot more 'inwards' - so left roll, than you can 'pushing outwards' with your forearm, so RH roll. Because of this you set the RH force to maybe 60%-75% of the LH roll force and you will find with the same effort you are rolling equally.

    A good way to check is just open the whatever calibration software you have, or even the axis tune in DCS, close your eyes, then move the stick from one extreme to the other in pitch, roll etc just by feel and have someone watch the output - obviously the pitch +/- should be purely inline, and the L & R movememnt should be equal...if you get me.

    I also use a small program called FreePIE that actually beeps at you when you are reaching the limits of movement much tlike the Gripen etc, so you don't just yank like hell and break it off thinking you are getting more movement. Once it starts beeping you know you are at 95% (configurable) of total axis movement/force available.

    A previous thread about the sidestick - 

     Is pretty awesome once you get it dialled in, makes flying the F-16 really fun!

     

    EDIT: Also have this interesting document on Sidestick design requirements from back in 79 when they were designing the Viper etc.

    Flying Qualities Design Requirements for Sidestick Controllers

    Is stamped "Approved for public release; distribution uinlimited" - so assume it is safe to post here. If not then ED, feel free - I don't need more points for posting public docs lol.

    • Like 1
  8. 1 minute ago, Justin1Ntime said:

    @VampireNZLove the video what a difference in landing techniques. my newest problem is keeping it straight. I use the pedals/rudder which work great at speed then I hit the nose/wheel button and 70ish and then it looks like have have been drinking since 7AM 🙂

    Haha yea can be 'interesting'. If you are losing rudder authority as you slow down, try using differential braking to keep it straight initially, and just engage NWS once you are at taxi speeds.

  9. Don't use the pointing cross to set AOA - where your nose is pointing has nothing to do with your AOA, as this is determined by the angle between your wing chord line and the relative airflow - you could be pointing straight up with your cross on 90 and still have 0 AOA if your speed is fast enough!

    Just set the FPM indicator using the 'AOA indicator' staple on your HUD, and by all means use the AOA indexer lights to the left if you like, you have another AOA indicator on your ctr panel also. Just after some reference to RL Viper pilots and publications - ideally you approach with the FPM at top of staple, and as you go to idle and flare with FPM at far end of runway, FPM moves to middle of staple for touchdown. But you can approach at mid-staple if you really want to - you don't need to, but hey - see if you can scrape that exhaust can as you flare 😁

    Also prob a bit dramatic to say "Aerobraking is ineffective below 10-11 degrees" - as you can see I held a lazy 9 degrees, barely wheelbraked, and stopped EASILY

     

    8 minutes ago, Justin1Ntime said:

    Wow thanks for the pics and advice everybody. After a few more runs I am now able to land and have plenty of room. @VampireNZ The pics did help. There was a ton of great info in the thread. Thanks much. I agree with @silverdevil coming from the hornet where you slam it into the ground this was much more of a challenge to try to do it right. 

     

    Glad it helped 👍. Viper really is easy-mode to land once you get the hang of it. Much more finesse than those Navy goons! 😆

     

     

    • Like 4
  10. 21 hours ago, Justin1Ntime said:

    I am between 175 and 190 touch down speed. I am aligning the 2.5 deg line with the end of runway and aiming FPM at the threshold and I am holding 13 deg the whole way I think. come to think about it, I point the nose up but not sure what degree it is. I do know many times I hit the tail on the ground trying to hold it up. I will have to pay attention to validate it is 13 though as maybe its 5 and it just seems like 13.  Being you guys confirmed the run way is long enough I just need to practice I guess and validate that 13 degrees. I watch my AI wing man stop on a dime and every time I am like WTF as I go blowing past him 🙂

    For the approach you need to place the FPM at the top of the staple in the HUD, which will give you the correct AOA and speed for approach. Close throttle across threshold and flare to place FPM at end of runway. During the flare the FPM moves down to approx the middle of the staple, and once landed you use the ladder lines on the HUD to determine your nose-up attitude, so pointing cross on the HUD (will be right up top) just around or above the 10 degree lines.

    Sounds like you might be too fast on approach. Here are a few quik pics I made just now, not got my F-16 rig set up anymore so this was rough landing using desk T1600 in an empty jet at 50% fuel, but you get the idea. Very casual aerobraking (less than 10 degrees), and relaxed braking but still stopped with PLENTY of runway left.  Also FYI this was just with the standard SB position.

    Stick with it! Landing the Viper is super easy with all the aids in the HUD (easiest a/c in DCS for me) if you use them correctly. 👍

    Let me know how you get on and if this helps at all.

    161 KIAS, FPM at top of staple:

    1.jpg

    Aerobraking after touchdown - nose pointing cross just below 10 degrees (Should be at 10!) No wheel braking with nose off:

    2.jpg

    Full stop after casual braking following nose touchdown at 100-ish knots - little less than half the RW left:

    4.jpg

     

    • Like 3
  11. 30 minutes ago, itn said:

    Small correction: Speedbrakes won't open automatically from 43 to full 60 degrees. They stay in the limited 43 degrees position. However, after you have weight on nose landing gear, you can extend speedbrakes to the full 60 degrees position and they will stay fully open without having to keep the switch depressed.

    Apologies - was implied you would be holding the switch open as per below....as such they will automatically sense WOW and fully deploy to 60 degrees.

    4 hours ago, VampireNZ said:

    you can extend the SB to the standard 60 deg by holding the switch in the open position while gear down

  12. 17 hours ago, Recoil16 said:

    Probably because people keep asking for it to be usable despite the fact that it is abandoned. I'm just answering the question as to why Pagan isn't mowed, which makes a lot of sense if you ask me. But I guess you don't actually want that.

    Save the attitude, it would just be nice if grass airstrips in the game were mown and more useable, to make a nice change from tarmac. It is also the only strip up north there to fly a small a/c like the Yak to enjoy the northern islands for a change. There is no need for sarcasm - I made a polite request to get it mown, not asking why it wasn't. If it can't be done then fine.

    • Like 1
  13. Where is your FPM in the staple during approach and during flare? Are you aligning the 2.5 deg line with the end of runway and aiming FPM at the threshold - so not extending flare/touchdown to far? Are you touching down at and holding 13 deg the whole way? Are you aware you can extend the SB to the standard 60 deg by holding the switch in the open position while gear down (so further than the 'allowed' 43 degrees to prevent hitting ground during touchdown/aerobrake). The SB opens fully again by itself once the nosewheel is on the ground.

    Batumi is an 8,200ft runway, and the reqd landing distance of an empty F-16 is approx 3-4,000' (depending on alt/temp/wind) with max braking - so you should have ample space to land and stop if you are performing the approach/landing correctly.

    I wouldn't count on DCS to have accurate drag simulation to effectively use aerobraking, but I have never had a problem stopping the Viper. The max nosewheel speed is around 217 knots so if you wanna gently drop it earlier and THEN get on the brakes feel free - aerobraking is just free decceleration and you SHOULD have plenty of room for it.

     

  14. +1   

    Actually just came to forums see if this had been mentioned. I noticed the halo effect for the first time yesterday but was immediately struck by the lack of the aircraft shadow in the middle of the rainbow that I am so used to seeing. Would make a great addition if possible - otherwise if you are used to the effect it is kind of like looking in a mirror but not seeing a reflection...pretty weird.

    • Like 2
  15. On 6/19/2022 at 6:28 AM, Minsky said:

    I've been given this explanation. It's not from ED, but it could give you some insight into their logic.

    I don't think either of these airfields ever officially "existed" in real world (with published charts, ICAO codes, etc).

    The fact that some piece of ground is used for takeoff and landing doesn't make it a "proper" airfield.

    If anything, this gives ED a valid excuse not to bother.

     

    As a matter of fact it IS a real world airport according to the FAA, under the designation TT01. 

  16. As per title - you can make out the airstrip while airborne, but on the ground you are ploughing through knee-length grass taking off/landing. Getting rid of the long grass on the airstrip area would be nice.

    Nice little strip to operate my Yak (Nanchang!) out of 🙂

    Yak.jpg

     

    EDIT: and YES it is a real world airstrip.

  17. Probably relatively easy given the above evidence and the fact the computers are doing most the work....unless you ask a helicopter pilot - then it is harder than performing a triple heart bypass, in the dark, with nothing but a spade and a half eaten carrot, whilst riding a rollercoaster, upside down, in space, without a space suit. (TLDR - generally pilots tend to greatly overexaggerate the difficulty of flying 🤭)

    • Like 4
  18. 6 hours ago, Iceman555 said:

    Oh, so I have to memorize the channel programming if I want to flip through channels, or just look at the srs overlay.

    IIRC - you can select the specific radio preset on the CNI page and press enter and it will display the associated frequency...prob not the specific way to do it, but it is possible to see what the preset freq actually is on the CNI page.

×
×
  • Create New...