

Stuge
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Vizhu sdes shutite mnogo... kto to shitaet 30 FPS normalno dlja vozdushnovo boja? :):):) I kto to shitaet shto novii ekstrapolator normalno rabotaet :):):):) Ja sam zametshaju raznitsu mezhdu 60 FPS i 75 FPS. Kogda privik k 75 FPS (maksimum moevo monitora 75 Hz) uzhe 60 FPS tshustvuetsa neplavnim. Nadeemsa shto ekstrapolator sdelajut ludshe (ili vernut staruju versiju) i budet turnir nakonez to.. vrode uzhe zelii god zhdem? :)
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Didn't look at the track, but sounds like a bug at work. At least the Moskva cruiser, which has the S-300 system, was very effective in countering a mass B-52 cruise missile attack. I'm not sure it missed at all. But this test was long ago. Maybe the new SAM firing logic causes too early firings? Maybe something else.. might take a look.. but not now :)
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Air to Air training documentation
Stuge replied to RIFLE_JTAC_TRAINING's topic in DCS: Flaming Cliffs
Great, looking forward to training with you as long as training times don't overlap with my sleep! :) -
Air to Air training documentation
Stuge replied to RIFLE_JTAC_TRAINING's topic in DCS: Flaming Cliffs
Documents alone won't get you good at air to air... once your squadron starts training 1 v 1 and multi v multi regularly, if you're even relatively serious about it, I'll gladly participate, I like training with different squadrons, just send me a PM to know where and when. P.S. there are things and tricks in my head that are not written in any document... especially about 1 v 1 ACM... ;) -
First contact with Mig-21bis, Ramp Start Procedure. Bad joke?
Stuge replied to Redglyph's topic in Missions and Campaigns
I tried the mission again, with current version, just to be sure it works, and it works 100%. Maybe the engine wouldn't start because the throttle was in wrong position or because you didn't press the start button long enough? When throttle is in free-moving (not locked) position and idle the engine should start no problem... you should hear it spooling very well. -
First contact with Mig-21bis, Ramp Start Procedure. Bad joke?
Stuge replied to Redglyph's topic in Missions and Campaigns
The training mission works just fine for me, and I did find it funny :) More and better voice acting for DCS would be nice though. Many games got voice acting right in the 90s already so... how hard can it be :):) -
Thought I already answered the question but again yes sustained turn rate is higher with some flaps (one line seems optimal)
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I went into the tournament without doing any research into this subject.. so the first match I fought without flaps. After some experimenting and sparring and advice from others I went on to use two lines of flaps for sustained turn (as visible on the wing when flaps are deployed). After even more experimenting, sparring and advice from others, I ended up using mainly one line of flaps in the final fight. I felt that this was the best recipe on average for sustained turn rate. For rolling scissors I sometimes deployed two lines as the turns required are tighter and made at slower airspeeds, and for flat scissors I sometimes went as far as full flaps during the tournament. With full flaps the idea is that turn rate is of minimal importance, it's all about flying as slow as possible. However, to come into any tangible, measurable conclusion as to what flap setting percentage combined with what airspeed gives the best sustained turn rate a scientific study should be conducted. And I'm not going to do that in the near future :) I have no idea how the flaps were used in real life. But I would guess that pilots may have been instructed to refrain from touching them since it would be too much of a distraction...
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Thank you for the tournament is was quite high quality and the final was very exciting!!!
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While the newer patch significantly improved the desync issues regarding angles of attack, gun ammunition and missiles, the gun ammo flight path desync is still so bad that as a dogfighting enthusiast it really breaks my heart. While tracking shots now look somewhat correct, snapshots are still visually incorrect with many "ghost hits". Consequently, these hits are not registered by the game server and thus not reported in the server's Tacview file. Even worse, the old workaround (adding a line to use the old extrapolator in autoexec.cfg) doesn't seem to work anymore. So my request is to bring back the old extrapolator to the release version until an actual working version is released. To understand the issue, please watch the server Tacview of my match in the Burning Skies Open Kurfurst tournament: https://forums.eagle.ru/attachment.php?attachmentid=149648&d=1475937836 The issue can also be similarly seen in the stream of the fight: You will see that four fights took place, all of them resulting in gun hits, visible damage, and a kill, however only in the last fight do bullets visibly hit the target aircraft (and are reported in the log), and even then probably more hits actually occurred than were visible/reported. Oh and here are good comparisons to what the bullet trajectories and hits should look like like they did before - crisp and clean, with every single bullet having correct hit effect and corresponding damage!:
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Burning Skies Open: DCS Bf 109 K-4 Kurfurst Tournament
Stuge replied to eekz's topic in Tournaments & Events
Great! Hopefully we can start the matches from 17.00 FET like advertised! :) -
Scripted Cobra by when in direct control mode (S key)
Stuge replied to Gierasimov's topic in Su-27 for DCS World
Here is Stuge's Su-27 inverted deep stall recovery procedure , guaranteed to work if executed correctly: 1. Throttle idle immediately to prevent flameout which would hinder recovery possibility 2. Reset trim (Ctrl-T) and make sure gear, flaps and airbrake are RETRACTED. 3. Fire off all missiles with launch override (Alt-W) 4. Engage direct control (S key) 5. Initiate oscillation if necessary by pulling full stick back deflection. This will move your nose TOWARDS THE SKY! 6. Once the nose stops moving skyward (at the apex) release the stick to neutral position. This will speed up nose movement TOWARDS THE GROUND! 7. Once the nose stops moving towards the ground (lowest pitch), pull the stick fully back again. 8. If the nose starts moving again towards the sky, keep the stick fully back until the apex and resume from step 6. This will increase the oscillation. Once you reach this step with steep enough pitch (more than -45 degrees) then the nose starts moving even more downwards and you will have recovered! Do not push the stick forward past neutral position at any point, this is likely to dampen the oscillations and you will have to start the recovery procedure all over again!! The correct timings to change the control input between fully back and neutral is when the nose stops moving at the top and bottom of the oscillations. Do not change control position while the nose is moving upwards or downwards! -
I don't think you can have gun pods... The engine flameout is probably because of negative G and/or too low airspeed. Not to worry though, there's a switch to restart the engine in the air :)
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Nevermind, 51st server availability now confirmed.
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Yes, however still waiting for confirmation from Holimoli to have 51st server available.
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I noticed there's a rule saying not to exceed 45 degrees flight direction towards the enemy. I assume this is in the horizontal plane (like it is said on the Russian thread) and thus diving and climbing is freely allowed before first merge, right?
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Sure Rage, the earliest 104th can have the final is next Sunday. (Saturday is not possible). If it's with team China then 15 Zulu is probably a reasonable time, however with SF 17 Zulu is more desirable. Also with team China we would like to use the 51st server, but with SF an extra server is probably not needed :)
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Турнир Burning Skies Open: Bf 109 K-4 Kurfurst
Stuge replied to eekz's topic in Турниры, чемпионаты и соревнования
Nu davaite - let's rock! 1. Forum nickname: Stuge 2. Link to forum profile: https://forums.eagle.ru/member.php?u=104947 3. DCS nickname: 104th_Stuge 4. I want to participate in the tournament! :) -
...never say never? :) P.S. I'm under the impression that one of the main reasons for using trainer jets in real life is that it's cheaper than using a real fighter. Don't get me wrong I'm not dissing any approach path to training.. but there are many ways to train ;)
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To really get a grasp of how the modern battlefield works.. the missile dynamics, SAM systems, air to air weapons and so on, I believe the best way is to take up a 4th generation fighter. That means Flaming Cliffs 3 aircraft, and also the Mirage kindof qualifies for this purpose. This allows you to really find the limits of what the weapon systems are capable of. Flying aircraft with poor kinematic performance(like helos and strikers) means you won't understand in depth how to kinematically defeat missiles. Flying aircraft with poor or lacking radar warning receivers (like Mig-21 for example) means you will often have no idea where an incoming missile is coming from or its current location, meaning you cannot learn to defend against it. Flying aircraft with primitive/old air to air armament means you will not get enough feel for how the newer, more modern missiles work in action, because you don't get to use them! (duh)
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Fine, 104th v SF will fly saturday 17z, we will lock that time, sorry for discussing.
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It takes a while to confirm we will get players for Saturday... In retrospect, match schedules should have been set in advance. You can't expect everyone to react perfectly with less than a week's notice! Besides it's only Tuesday so there's time to sort things out.
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Ok! I think it may actually be possible to fly both final and semifinal also on Sunday if people are in a rush... but we'll see how it pans out of course :)
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Spade can't make it on Saturday so Sunday would be ideal.. can you not make it? P.S. please try have organizing only through one person in squad(Bushmanni already contacted me) otherwise it is a clusterf*k.