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Everything posted by Zee Pet
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Oh, cool, thanks.
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Does the A-10C have wing flex? I find it really adds to the immersion in most games.
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That's what I was looking for but couldn't remember the terminology. Thanks.
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So missile reject is China hat back long? I haven't played in a while but i think I remember forward long slaves to spi, short changes fov, back short cages/borsights, so its just back long? With mav soi?
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Is there a way to get mavs out of force correlate back to their default (can't remember the name) mode. Is there a missile reject HOTAS assignment? I could never get them out of it, it just says boresight, but still allows me to slue
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That's actually extremely helpful, thanks.
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Something in the TAD that based on spi gives you the info as if you were on the bullseye. Its a mode I think, you can cycle through them?
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Is it a UFC function?
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You can still land it on those unpaved roads though, at least its not FSX's wonky ground physics. Remember how you can't taxi with a-symmetrical thrust? IMO, DCS is portraying soft ground in an albeit annoying, but believable way. I have used those roads to my advantage against friends a good couple times, the sides seem slightly drivable, not like falling of the taxiway on the other airfields. Who knows, could be changed I guess, but why its so low priority in the grand scheme of things. Would make for some interesting mission building though if we could get improvised runway objects :)
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http://forums.eagle.ru/showthread.php?t=77591 This is a clear explanation, I thought. Credit goes to the OP, strange how the manual wouldn't include something like this. Just be careful with it and start paying attention to the "random numbers on the HUD" as I once considered them. Really does seem like you learn something new every day [emoji106]
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Remember when making custom profile to save under different name and cycle dms to that name. If not, every time you switch to another profile it goes to default settings. Most useful when setting release pulses and impact distances for dumb bombs but are switching to other weapons around the same time. I think lase time is exempt, might be wrong, its been a while.
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Glad I could help out! [emoji1]Don't worry, you'll be able to manage it without the feedback if you keep practicing. I found flying in the valleys really helped me out because it kept me close to the ground and forced me to learn how far I could push and at what speeds. And its fun! Especially with friends. -Zee Pet
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Doesn't sound like your elevator is moving past its limits, it sounds like its just having so much of a pivoting effect on the axis from nose to tail that it is exceeding the angle of attack and creating unstable airflow over the wings or stalling the region of air around the elevator. I'm not an expert in aerodynamics or aeronautical engineering; but the elevator does have a fair bit of travel to it, and making an instantaneous maneuver/movement could allow it to temporarily exceed some envelopes for airspeed and AoA specific to that airfoil and its surroundings. i.e how the air is moving around and exerting forces within the tail section once the elevator is put at an extreme angle. It should be very simple once you hear that stall tone to back off of the control a bit and then ride the solid tone. The a-10 isn't fly-by-wire so its ultimate actions are controlled by you, and not by a computer taking your input and crunching away at numbers thousands of times a second to determine if it is feasible. When you think of a jet that does, you see that even if an f-16 pilot applies full pressure on the stick at maximum speed the elevator isn't going to go to its full (in comparison) downward/ position that it can at say an airshow. The onus is on you to know the limits and get a feel for when you can do certain maneuvers, it will come gradually and shouldn't be at the expense of saturation and curves, however this is understandable if you are on less accurate/precise hardware. I know it sounds harsh but its not meant to be, it just makes it clearer. Messing with curves is like saying "well, when i use the gas in first gear my car moves really jerky, so ill give the pedal a 4 foot throw" neglecting the effects at a higher gear where sudden applications of the accelerator are dampened out and you have an overly long pedal range to move through. Same thing: "Well, my plane stalls when i pitch up using full throw at high speed, ill limit the overall throw so that it only moves half way" sounds good but really (using figures like this just to demonstrate the concept) 5 degrees of elevator causes a pitch of 10 degrees/second at 300 kts (when max is say 5 degrees/second so you limits movement of the elevator to 3.5 (half of 5) degrees to stay within envelope), and then 5 degrees of elevator causes a pitch of 2 degrees/second at 150 kts (so now 3.5 degrees of elevator is only causing a 0.5 degree/second change of attitude). it will take 10 seconds to change 5 degrees! And dont even forget about structural limitations. Now you limited your full throw to 3.5 degrees thinking its all you need at 300 kts when you would be in a combat situation, and make it a danger at takeoff and landing or even more dangerous- an engine out situation where you have limited power available to you at any given time- where suddenly full hardware throw has minor affect on your attitude. Trust me with that one, i have in-game experience with that situation. Its not pretty and just makes you wish you had left the saturation. Also if you make any changes to the curves and saturation, you have to reacquaint yourself with how your physical hand movement affects the a/c at various phases/speed of flight. Obviously my figures are way out of proportion (except linearly (if you get the relationship)-super pun there :megalol:) ) as they were just to clearly and concisely demonstrate what I have experience/noted and what happens. -Zee Pet
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The bleed air switch controls the air sent to environmental systems in the aircraft. To me, if I want all air going through the engine and not being ported from the tenth compressor stage or whatever stage it is, I would turn it to off so that all air is used for starting. It wouldn't hurt to try with it in if position.
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Yeah, it cuts fuel supply.
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For the record, I have never been able to get a start by using ignition mode, I thought it might not be implemented. I can't test it now though, one of my GPU died.
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You might be able to start the APU but is it possible that it isn't pressurising the air enough at that higher altitude? I agree that 15,000 isn't that high but it could be worth a try at lower altitudes. If this is in fact the case, it might not be getting up to speed from having to act as the generator for all the systems. I think I remember a case like this once in DCS when I practiced air restarts, the APU % gauge wasn't coming up to where it was supposed to be for a normal start. Monitor your APU gauge and see what you can do to bring it up. Also did you move the bleed air switch on the right panel next to the environmental controls?
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I tried to replicate this for a screenshot but got effects that better matched what effte said about unused fuel, but that was in single player. It is only present in multiplayer it seems because that's the only place I can replicate it. Its kind of a disadvantage in a dogfight when I think about it because not having track IR limits the smoothness of your view in a turning fight a bit (if a su-25 is feeling frisky that day) so if one plane is damaged and gets away I usually spot it by the trail of smoke/fuel and lock with a maverick before he gets away. :/
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Thanks for the replies. On one of the few times it happened it lasted long enough for me to fly from just below FJ grid on the map back to Gudauta, land and have it just 'leak' out until I'm repaired. I can try to post a screenshot if I can replicate it?
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Anyone else notice this?
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[DCS World - A10-C] - RWR Audio Expansion
Zee Pet replied to Tetra's topic in Utility/Program Mods for DCS World
:helpsmilie: I installed this mod a few days ago and I LOVE it. After playing BMS the A-10 RWR default sounds sounded a bit bland, but this mod is great. But one thing I cant quite figure out is how to tell the difference between when an airborne threat is locked on to you( or at least using a high radar 'refresh rate' if that's a thing, like in the f-15 where you enter TWS?) and when its just in search? IIRC in BMS, it would play the radar tone a lot quicker, almost continuously, but in this I just get the infrequent tone of say a Su-27 until they launch a R-27 then I get some indications after? IS this a problem on my side, or something I am missing? Still a great mod regardless, thanks for creating it!!!:thumbup: -
Hi, sorry for asking this here if it is the wrong thread as this is my first post, but I couldn't find much relative information using the search function. What I have been seeing for a while in the A-10C is after taking damage (usually from an unseen Zu-23:music_whistling:) is a trail of fuel coming from one of my wings as I fly along, even though both wing fuel tanks read empty and have been from the start of my flight, verified by total internal fuel matching central tank fuel and wings at zero. So is the fuel somehow being sucked out of the central fuel tanks into the wing tanks or is this a legitimate glitch?