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USARStarkey

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Everything posted by USARStarkey

  1. Yeah this thing is very agile. Much more in line with what pilots said about it during the war than it is in other "sims." I can't believe people would complain that they cant turn it in this! Just don't try to yank back on the stick so abruptly. You "notch" this plane into a turn, and you can feel it accelerate faster and faster around the turn until you reach equilibrium for a sustained turn.
  2. I am a novice when it comes to calculating turn performance on planes and I was wondering if there was anyone here who could help me with this. From doing some internet searches on P-51 lift coefficients I have not been able to turn up any definitive results. I have found that the subject of turn performance regarding this aircraft is a hotly debated subject. From what I have been able to glean from reading peoples arguments, there is considerable disagreement regarding what the actual CLmax of the P-51 is when going into a turn. The source of contention seems to be that that the CLmax charted in wind tunnel tests isn't necessarily applicable to real-life turning. There also seems to be alot of disagreement on which tests are valid. I dont really know much about this and I am interesting in hearing from knowledgeable people of the subject. My own search for Cl-Max got me a value of 1.8: http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA800868 I also found charts showing values as low as 1.6 at approximately 16 degrees AoA. MY guess as why there seems to be such disagreement is that is might have something to do with the aircraft as a whole creating disconnect from the wings performance on its own. Just guessing. Just as an experiment I did some turn tests in DCS at combat weight of 9550lbs and used TACVIEW to check the results. I did the tests a 500ft at full power without flaps. I made about 5 circles AFTER obtaining a sustained turn. Turn Radius was about 890 feet. Turn rate was about 17.5 degrees a second. Turn time obviously being 20.5 seconds. The most interesting thing is that I reached a sustained AoA of about 22-24 degrees, which is much higher than some Cl Max charts show the P-51's wing stalling at. This is easily the best performing mustang modeled in any game. It is also almost certainly the most accurate given that this sim goes to a far higher level of detail than others. That being said, what changed? Why does the P-51 in this sim perform so much better?
  3. So after adding the AIM-9X and the AIM-54 to the F-15 I got the glorious idea to mount the MIM-104 Patriot and S-300 to the F-15. So far I have successfully mounted the weapon to the aircraft but cannot select it to fire, even though it shows up on the list of mounted weapons when flying the aircraft. Can anyone help me with this? I think it has something to do with the missile being recognized as a SAM.
  4. Here is the aim9x: 5CE2FF2A-645A-4197-B48D-8720AC69394F I dont know why this is in game. It does not have a 3d model. Upon further testing it seem to not have either the range or full off bore-sight abilites, but IT IS off bore-sight and is fare more potent and then aim9m and I think the R-73. It is far from the full abilities of a real aim9x however. You obviously dont have a JHMCS, so you have to get lock first before you try shoot at like 70deg or so.
  5. GOOD GREIF THIS THING MAKES THE R-73 LOOK LIKE A TOASTER OVEN
  6. I DID IT! I FOUND THE AIM-9X and edited it. IT WORKS! AND ITS 90deg off boresight!!!!!! THIS IS AWESOME!
  7. I found the payload file but copying the ids over is not doing anything
  8. So I have seen some videos of people adding custom weapons to planes. A good example of this is one where the AIM-54 is added to the F-15. I have noticed that the AIM-9X is one of the missiles that the airfields in game say that they have in stock. Does the missile actually exist in game but no planes can use it yet? In short, how would i mod my game so that I could place any missile on a pylon of a F-15?
  9. I did some more research on the the 2 radars in lieu of these tests. It was very hard to find data but I was finally able to get the following info, which is close to the game actually: N001: 43-53nm against a 1 square meter rcs. APG-63: 90km+ against a 1 square meter rcs. (which is 55 miles.) So I guess there is our/my answer. The APG63 is slightly longer ranged.
  10. So me and a friend of mine did some very extensive testing of the Su-27 and F-15 in BVR. Testing was done at 45,000feet and as close to equal speed as we could get. Radars were tested in modes. Results I was under the impression that F-15's radar is much better than the Su-27s. Everything I have read both from books, magazines, this forum etc. has backed that up. What we found was odd. at 45k, the F-15 detects the flanker only a few moments before the flanker picks it up. It obtains lock only a few moments before, and it gets launch authority for the 120 just a few moments before. All tests were conducted multiple times, and from a head on angle. Both planes locked on at about 55 miles. Detection at about 60-70 Anyone know what is going on?
  11. Ok, so I have noticed that in my F-15 I can both lock onto and get the first shot off on any Russian plane in the game. This doesn't surprise me as the F-15 has a reputation for BVR combat and even the manual mentions this. However I have some questions. I get launch authority before flankers firing R-27ER when im using 120C. From research ive done it seem like the R-27ER has greater range. My best guess is that the Flankers radar cant utilize the R-27ER at max range. I did all tests at co-alt and even speed. Or is the oft quoted high range of the R-27ER only true in some other sense, ie: the russians and americans have different definitions on what "max" range is. Sorry if this is old news but if someone who really knows there stuff could answer this I would be grateful for the info.
  12. DCS F-22 Hey guys I am very new to this forum so my bad if this has been talked about before. I heard that DCS F-22 was canceled, does anyone know if this is true. Tried to web search but got nothing. Also, for those of you in the know, how do you model aircraft like the F-35 and F-22 at a DCS level with so much of the data regarding the aircraft being speculative?
  13. Thanks for the response guys. This was bothering me a little since before now I have never noticed any discrepancies in the FM's. Thanks especially for the graphs and stuff. I think it is cool that ED actually shows the differences between their FM and the Real plane instead of trying to hide it like so many other companies do.
  14. So I decided to do some top speed and acceleration tests in DCS with the Su-27 and F-15 in a clean configuration. I expected to find the F-15 faster at all altitudes, as virtually every source including the dcs encyclopedia states the F-15 is faster at sea level and at high alt. Here are the results I got: auto pilot was used to keep aircraft level SL: 797knots both aircraft 1000ft- 806knots F-15 810knots-Su27 10000ft- 918knots F-15 920knots Su-27 20000ft- 1040 F-15 Su-27- 1050 30000ft- 1280 F-15 Su-27 -1135 trend continues above 30k, with f-15 remaining much faster, but i cant remember all the data lol Acceleration tests on the other hand were as i expected: F-15 wins even when top speeds are close. Being faster to speed right except for the the last couple of knots before max. At alts where it is also faster, it simply leaves the flanker floundering behind. Not surprising since it has a better T/W ratio. I think it is very odd that the F-15 is practically neck and neck with the 27 up to 30k, particularly at sea level, where it is often quoted as being faster. Does anyone know anything about this? I put very high stock in ED's FM's, although all sims are subject to error. What is going on here.
  15. I am just about finished making a PvP mission for DCS and I am having issues with the final bit. I have about 12 player slots on each team(more than the number of players.) Each team has their own airbase and tries to destroy the other teams base. For each client assigned plane, there is a ai plane just parked on the run field. I wanted to have a trigger where when the corresponding ai plane was destroyed, the players could no longer use its client based counterpart. I placed a trigger so that it was supposed to deactivated the assigned group but it didnt work. Does anyone know what to do?
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