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Stuge

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Everything posted by Stuge

  1. Look at the graph description in the manual: it says "typical turn rate plot of a modern fighter", not specifically Su-27 plot. That graph is not a Su-27 graph. In fact, your manual has another claim that contradicts this graph: "Use corner speed to your advantage. For a Sukhoi it’s somewhere around 540- 650 Km/ Hr. ". The graph would suggest ever increasing turn rate with increasing airspeed until max G is hit, putting the "corner" speed at around 850 km/h for an 8 G turn (which is the most you can sustain without blacking out) But my experience and the Su-27 graphs I've seen tell that both of these claims are false - there is indeed a "plateau" of sorts, which evens out the performance in the 600-800 km/h area meaning there is no "single best speed" to turn at, but instead a fairly constant turn rate across this speed range. This is very different from the F-15 which indeed benefits from riding the "edge of blackout" at corner velocity. Go slower than 600 km/h - your turn rate starts hurting. Go faster than 850 km/h - and your turn suffers again (If you're heavy, the total drag hurts your turn rate. If you're light, you will over-G or your airspeed will increase uncontrollably.)
  2. Good manual overall I like it! That performance chart though... vastly different than I've seen for Su-27 before :) (turn rate increases all the way until reaching maximum G, this is quite different from the older charts where the turn rate "plateaus" over the 600-800 km/h range, like is seen here http://i.imgur.com/Kb7D2Fx.jpg )
  3. There are many reasons why radar or eos won't pick a target up, but if neither can pick it up, and you're sure it's relatively close, then most likely it's a missile that is falling out of the sky :)
  4. I agree, what a beautiful creation this is! After just a few hours of testing... I think this is the best module since A-10C.
  5. Actually it wasn't (and is not) that simple in the case of this tournament. I could go a bit more in depth why... but instead I'll just say... talk is cheap friend :) next time... I hope you will participate and put your money where your mouth is :D Just because you're old school and know stuff.. doesn't make the bandits fall down automatically just by thought.
  6. I didn't say it was _all_ wrong :) And of course post-merge maneuvering does make 90% of the fight. But my view stands that pre-merge is an essential part of the whole, and that it is both 100% fair and in fact more fair than what was used on Saturday since in that setup it is hard for the pilot to start acting exactly when merge has occurred, as it has to be gauged visually in a Mach 2 pass. I'm sure the top scorers in the tournament all agree if you ask them. I think we've reached an end to this discussion, we agree to disagree in some parts :) Thank you for the discussion, it was refreshing!
  7. Yes you oversimplified it. A lot. If you just aim for the tailpipe you're doing it wrong. Max turn rate - also wrong, instead your airspeed should be adjusted related to the bandit's. How far behind you pass matters. Bandit's reciprocal lead turn geometry matters. Lateral displacement matters. Horizontal/vertical attitudes during merge matter. "Baiting" (trying to make bandit pull a lead turn in a certain way) matters. Merge altitude matters (this can be enforced though with the limitations i described) The black belt term is not to elevate status, i don't care about that. I only want to convey the views of the crowd that takes this seriously and train regularly.
  8. Ok. A) It's a dogfighting/BFM competition that's open to all skill levels. The subject matter is EXTREMELY complex. This is a place where veteran black belt pilots (like me and many others who were participating) come to challenge each other HARDCORE. And we take it very seriously, it's a great hobby of passion. We put years and years, some of us even 10+ years of intensive training to become good in BFM. In short, we are like martial artists. Coming to us blackbelts and saying "no you can't do this or this move because the beginners can't do it" is bound to have a reaction in people. Hardcore BFM absolutely requires the pre-merge component to be there to be used and counter-used. B) This is not a real life training exercise simulation. And if it were (i certainly like a real-life realistic setup, too), they would be done BY THE BOOK, again in the hardcore spirit that us veterans are used to expect. Thank you and sorry if this offends anyone's feelings. This is how it is.
  9. I still don't understand why pre-merge maneuvering has suddenly become such a boogeyman that needs to be removed. It's 100% fair (both pilots can do it and deny each other the chance to gain any advantage) and it's also part of basic fighter maneuvering training in air force syllabuses. How can this be so hard? If a high altitude merge is desired, it only needs merge altitude limit parameters (say 14000-16000 ft). This will leave room to do proper pre merge setup while having the fight at the desired altitude. The current setup could be described as having two martial arts combatants with chained hands, approaching each other blindfolded, then starting the fight and the chains being released (and blindfolds taken off) with a bit of time separation (as judging the merge timing exactly to 1/10th of a second for a simultaneous turn start is quite impossible. And every 10th of a second really counts! Again congratulations Kapsu for the victory, you adapted brilliantly to the surprise rule set that we got :) BRAVO and RESPECT!!!
  10. Thanks Ferret I have NTTR, we can pass it downstream to number 7 :) Great job organizers at: -Keeping event on time -Running a good quality stream with very good commentators and camera work -Listening to most of the surely sometimes annoying feedback Gun scoring ended up quite funky (I really have to get new glasses, did I miss all but one bullet? :D), but what's done is done :) S!
  11. People are just too afraid of the Lead Turn :) https://i.gyazo.com/e375b5fb30051a192c66113c0dd6607e.png
  12. Constructive criticism aimed to make the event work properly is not whining. But I've said everything on my part :)
  13. Fair enough, no point making a mess of it now as it is about to start :)
  14. The script is probably the most reliable tool now for scoring. Flanker scores should be divided by 2. The old truck target should be used as it is proven to work.
  15. Screenshot. The gun burst is WAY off target (clean misses) but Tacview still believes the Strafe Target was hit by every bullet!!! Found out the reason: splash damage. I conclusion I believe the script is the most reliable way to count hits. Tacview is unreliable for this purpose after all.
  16. I'm witnessing some extremely peculiar behavior with this latest version. A spread out gun burst on the "conventional circle" target is registered as hits on the "strafe target". This happens even when I manually separated the strafe target from the conventional circle :D :D (edit: ok this didn't happen i misread the messages) This pairs with another odd behavior: strafing runs from the west seem to register constantly as hits on the "conventional circle", even if it looks like i hit the Hummer really well. But an attack run from the East has much better success. A good result can be achieved by just spraying on the circle away from the strafe target. Don't believe me? Try it! I can send screenshots too. I think it may be wise to revert to the original mission actually, that had a reliable hitbox that registered properly.
  17. Congrats Kapsu brilliantly deserved!
  18. The last email for some reason was sent into junk mail bin, might be the case with others too.
  19. The teeny tiny half-sunk Humvee is destructible in this version :)
  20. I hope there is not significant de-sync between client and server bullets as there is in air to air. Only client tacview tells the "absolute" truth but perhaps this is not a problem in case of a2g.
  21. There's something funky about the cannon hit counter: at least for Su-33 it seems to register DOUBLE the hit count for points - for example if all 36 rounds hit it gives 72 points. And when I managed a perfect pass with A-10C it somehow gave 38 points. In both cases Tacview confirmed 36 hits on the target. I guess this is no biggie as it can be confirmed in Tacview but still.
  22. I would see this so that starting times are 5 min apart but there is no real time limit otherwise, you can set up your attack runs properly and multiple aircraft will be in the air at any given time..
  23. EDIT: nevermind, realized now the script only partially works without re-selecting slot :)
  24. This was a good event. I even enjoyed screwing up my first strafing run, nicking the ground with the prop, and doing emergency landing in the field :)
  25. Lol you have become drunken master!
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