Jump to content

Not_G

Members
  • Posts

    61
  • Joined

  • Last visited

Everything posted by Not_G

  1. This is the best I could scrounge up so far... all the inflight pictures were taken on Tuesday so I'm sure there are plenty more to come as they get developed. Thanks for the help getting the word out Ironhand!
  2. I don't want to totally spam the thread but I have some more that fightersweep.com hasn't posted yet so let me know if you want 'em
  3. here's some more...
  4. another pic of the new paint job
  5. Strikeeagle is spot on, you feel the accel but no thud and during ground ops it's kinda anti climatic unless your the the guy under the jet.... I guess this ones kind of subjective though
  6. Also when the disengage switch is pressed your nws can move left or right because there is no hydraulic pressure keeping it center (that's what I meant by free spinning)
  7. Incorrect... If you press the paddle switch on the stick it disengages your nws electrically, when the strut "x dimension" exceeds 16 inches the wow prox switch gets power and steering disengages, when the strut is fully extended the centering cam inside of the strut forces the inner cylinder and tire straight. Everything in that text message is right. Just remember the nws disengage and the pinky switch or oversteer switch are totally different things
  8. NWS disengage is ONLY used for to/landing. The real thing is free spinning but it still takes a good bit of force to move it left or right, same as the how the A-10c is modeled in game
  9. It's hard for me to imagine a mp mission that would be very much fun with the 117, an Ef-111 or some other EW bird I think would be a bit more enjoyable. You could sort of have a "stealth A-10" that way!
  10. @mvsgas you are totally right, been a while since I browsed the -1 and I never noticed that the engine had a different rpm max for inflight. Been used to having the ground limits ingrained in my head.
  11. N2 rpm shouldn't be 96%, anything over 94% is considered an engine overspeed... so that might need fixed
  12. I haven't checked LNS's website in a long while so I don't know if its new or not but there is definitely an F6F and P-38 on their front page....
  13. Check out the -1 and try to duplicate the time to climb table. I thought the same as you at first but realized I was losing airspeed due to lack of finesse and realized the game matches the -1 pretty damn well. The -1 leaves a lot out but if that's all the devs had to work with they did an awesome job matching it. And P.S. the F-15 trainers are made by people just like ED so don't mistake your experience for the real thing.
  14. the speed brake works identical for f-15a-s variants, should take right around 1 second to fully extend and 2~ seconds to retract. Unless it was a F-15SA you were watching, they use fly by wire and im not sure how much got changed.
  15. Just my 2 cents but I keep seeing people getting so wrapped around the axle on the higher octane/ few extra inches of mercury thing... in truth those engine mods didn't make or break dogfights, they slightly altered the performance curve. I guess my point is, if ED just made it so the gauges read 75hg or 1.9ATA etc no one would be the wiser and we'd all be happy. The P-47 will be awesome to fly regardless
  16. I've seen it too, the aircraft has a rudder limiter function that isn't modeled in game. It should kick in at mach 1 and prevent all the weird stuff you're seeing. The devs should know as I've brought it up before but I doubt we'll see a fix before DCS:F-15C comes out
  17. the landing gear up cycle takes about 5-7 secs and can be up to 9 sec so if its 2 sec in game its a bit too fast, also what you see on the inboard side of the main wheels is the brake stack and that is stationary so it shouldn't move.
  18. cockpit units start at 10 or 0 AoA so you wouldn't see 5 units. I think you're mixing up units and degrees just add 10 to your AoA and you get your cockpit units
  19. JHMCS and the AIM9X aren't any more classified than the radar system, wouldn't imagine it would be any more of a stretch to make it fun and fairly close to real life without having to get into classified specs. Dogfights would get a bit more interesting :)
  20. I didn't read through all of the posts so if this was already said, disregard. What I'm pretty sure the TO is talking about is using the JFS to motor the engines which will give you hydraulic pressure, not 3000 but enough to make a difference. The JFS is supposed to be able to run until 3A is dry... its not smart to do because they break enough as it is so its not something you would do unless it's an emergency. But motoring the engines will spin your hydraulic pumps and in turn create pressure. What I think strikeeagle is talking about (and this may be what the '86 tech data is talking about) is the limited duty mode which was removed from 15's long ago, it allowed the JFS/CGB to act as an APU of sorts and give you hyro/elec power with out operating the engines.
  21. The center tank isn't pointless, it holds fuel. And having multiple fuel cells instead of one big one improves survivability. So its better to have the tanks transfer from one to the other than to risk having 1 bullet destroy the entire fuel system. IRL you have the ability to stop transfer on ext and wing tanks but that is meant for maintenance functions or component failure that to my knowledge isn't modeled in game for the F-15C as of now.
×
×
  • Create New...