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Everything posted by Narushima
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I'm actually using this right now, but I wanted to see if there's a more elegant solution. I've noticed that you can set the condition of the aircraft in the mission editor. The problem is, once you go under 90%, most of the time that AI plane will not spawn. I guess it randomly damages a critical component, and the AI bails before it's even spawned.
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Start a new mission with the P-51 and hold the shift key before the mission starts loading. I think that this will enable you to input a different key.
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Many things. Perhaps Tacview does not take into considuration corrections for centripetal force (without this correction the Dora's climb rate was 24 m/s). Perhaps the radiator flaps were closed (Finns managed to increase climb rate of the bf 109G by 2 m/s simply by climbing at a shallower angle, increasing speed and closing the radiator flaps). Perhaps you were slightly zoom climbing. You were pulling slight G when you were climbing in your video, meaning you were increasing the climb angle. Best way to test climb rate: go from 100m to 1100 with open radiator flaps, record the time, divide by this time (in seconds) and you get average climb rate in m/s. Your starting speed indicated has to be equal to your end speed indicated.
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Guys, play the ball, not the man.
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Thanks for the reply. I think it might work if I destroy it's engine or something similar. Another way I've been thinking of doing it is perhaps somehow reduce the AI's life % somehow. Right now it starts with 100%, if you could make it start with 5% or 10% then it'd be much closer to how I want it. Will investigate this further.
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Fire unloaded. Meaning, don't pull Gs while firing. Instead, let your opponent slide in front of your gun sight. Takes a bit of practice to pull it off, you have to calculate the position of your opponent well in advance, but once you figure it out you don't really have to worry about gunnery any more. It's like they present themselves to be fired at :) Also, if you're tightening up when firing, try mapping the fire key to a button near your left hand.
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Why are you complaining about the gunsight bar?
Narushima replied to flare2000x's topic in DCS: Fw 190 D-9 Dora
Why are you complaining about people complaining about the cockpit bar? -
Don't model normandy, do Northern Europe.
Narushima replied to nick10's topic in Western Europe 1944-1945
I was rather hoping they'd do the Ardennes and Ruhr regions, as well as the surrounding areas. The whole map would be around 200kmx200km and would fit the DCS WW2 aircraft selection much better than Normandy. In late 1944 these two regions saw huge air battles, with the battle of the bulge in Ardennes, and massive strategic bombing campaign on Ruhr. Maybe if we ever get the SDK the community will be able to make it. I'll probably help where I can. -
Bump. Anyone?
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Post mission briefing. Got 2 in the wing on the first pass near the beginning, and then 3 on the second pass. Any way, 5 hits was the average it took to down a ww2 fighter, some went down with 3, some went down with 10. So far 5 is also the average for me, so I'm pretty happy with the balance. There is a randomization factor in the DM though. I once downed a P-51 with 3 13mm hits (not even a single 20mm hit him), so I guess I must have hit something really important.
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Just an update, here's how a dogfight looks like when the P-51 is not an immortal god of the sky:
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You! I wanna take you to a cockpit bar, I wanna take you to a cockpit bar, I wanna take you to a cockpit bar, cockpit bar, cockpit bar. Let's start a war, start a forum war, At the cockpit bar, cockpit bar, cockpit bar. Wow! (Shout out loud) At the cockpit bar. In all seriousness they did say they're looking into it.
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I'm trying to get the P-51 AI pilot bail out after his plane takes damage. I've got all the triggers set but I don't know how to make him eject from the aircraft. Is there such a script that does this? Any help would be appreciated.
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Ahem. A-8=2000PS at SL at 1,58 ata. Effective since July 1944. Looking at Yo-Yo's chart, seems like the P-51 is supposed to have 22s turn time, which is pretty much the same as the Dora.
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Ok, so I used Exorcet's idea, and it worked. I'm able to down the P-51 in 10 20mm hits or less. Wonderful :) Now I just have to figure out how to write a script that will either make the AI pilot bail or kill it instead of making the entire plane explode. I'll post it here if I manage to figure it out.
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Thanks. I'll try that.
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What is there to improve? I'm hitting him from every single direction. I'm hitting him from a bounce, I'm hitting him in a turn, I'm hitting him in a zoom, I'm hitting him while he's flying level at 180 km/h. I can see the hits. I can see the smoke trails coming out of him. The debrief screen confirms what I see. I am hitting him, it just doesn't affect him. If the AI has 5 smoke trails coming from it's plane, do you really think it's my aim that's the problem here? A P-51 taking 50+ 20mm shots is not a problem with my aim. And remember, just because you are not experiencing this problem doesn't mean that the problem doesn't exist. I go to bed with a full stomach every nigh, but you won't see me claiming that world hunger doesn't exist.
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This is pretty much all I experience. I can't fight the AI without unlimited ammo (and it seems I'll have to use unlimited fuel as well) because it simply doesn't die. In this particular match, towards the end, I was sitting behind the P-51 blasting at it's tail while 5 smoke trails coming from it's wings and fuselage were rolling over my plane. He was going about 180 km/h with flaps and landing gear down. He never tried to dodge the shots (why would he, he's immortal). Is there a way to mod the AI to die faster? Because this simply unplayable for me.
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This is what I pumped into a P-51 AI and he still wouldn't go down. Not even after I rammed him. I was using unlimited ammo. This can't be right...
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The Dora had 6,2G limit at full fighter load (4270kg), but the Germans used a higher safety factor (80% vs the allied 50%) so it's ultimate load was 11,2G. By American standards the Dora would have a limit of 7,5G at fighter weight.
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The safe limit for the P-51 was 8G at 8000lb, which is 6,7G at 9600lb (fighter load). Above 6,7G at fighter load plastic deformation could occur. Plastic deformation is cumulative, so the more you abuse the wing the more it becomes deformed, until it finally snaps. The ultimate load limit at fighter weight would be 10G (6,666*1,5=9,999). Exceed this and the wing is guaranteed to come off.
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Some D-9 used C3 fuel in operational service. They were mostly based on the eastern front AFAIK, so maybe that's where they got their reference from. Hopefully, in the future, we'll get C3 fuel as an option an the skin will change dynamically depending on which fuel you're using.
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Guys I need your help. I need someone to test for me what the maximum speed of the P-51D is at SL with closed radiator flaps and WEP. I need this to confirm if the chart I'm using is correct. Also, the P-51D best turn time with and without flaps (average of 3 best). Turn should be completed without loss of speed. That is, if you start the turn at 300 km/h then you should also finish it at 300 km/h. I'd do it myself, but I do not have the P-51 module. So, is anyone up to it?
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The AI can take insane amounts of damage from most angles. It's like it has a forcefield on the back. It goes down pretty easy from the front though. To those with MP experience: how quickly do player controlled P-51 go down?
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You're welcome :) Microsoft Excel. It comes bundled with Microsoft Office. Or you can download Apache OpenOffice, which is free, and has much of the functionality of it's commercial cousin.