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Art-J

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About Art-J

  • Birthday 06/13/1979

Personal Information

  • Flight Simulators
    Il-2 Sturmovik '46, Il-2 Cliffs of Dover, DCSW with a couple of vintage machinery modules only (more to come).
  • Location
    Warsaw, Poland
  • Interests
    vintage aviation, vintage motorsports
  • Occupation
    Paperwork guy working in General Aviation manufacturing industry

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  1. ^ Indeed. None of the warning lights seem to be working. That's unfortunate, beacuse this repaint is impressive otherwise.
  2. It wasn't a question of insufficient research, the original Leatherneck dev team simply decided to add it for gameplay reasons, just like UPK gun pods, which weren't used on real Bis either. But it's all too off-topic here and was discussed many times in -21 section of the forum, back in 2014 when module was released.
  3. It seems track reliability is also dependent on one's hardware (mostly peripherals). Thus, the same track can work OK for some guys and be useless for others even when recorded and played in the same DCS version.
  4. ^ I can only assume temp changes were slower / easier to manage (?) in RL, because when you think about it, P-51 was the only US WWII fighter with full auto cooling flaps. All the others, whether army or naval ones, were full manual or auto/manual hybrids.
  5. Crumble, if you looked close enough, you'd notice cockpit card texture was made based on dash 8 non-water-injected version of the engine and not what "ours" should be in 1D Corsair, so it's incorrect anyway. M3 guys are still tweaking their engine code, so I suppose even they can't answer your question for the time being, as some parameters are going to change in upcoming patches.
  6. Sigh.... Nah, you didn't, that's the point, at least not in both no-wind-taxiing tracks. Granted, I watched only these two to take the problematic wind out of equation. There's nothing in them comparable to the video, which shows that plane's inertia in itself, at a taxiing speed comparable to a jogging man, is sufficient to groundloop, even with engine off. It corresponds more or less to how the other single engine DCS warbirds behave, except Corsair (and I-16,which I don't own so can't comment on it). Your tracks, however, show different behaviour and highlight one of the issues I pointed above - you need to throttle up to military power for a moment (40-45" @ 2700) and then keep it at cruise power (30" @ 2700) to swing the tail around. That's simply not right. Let me post a short track of 109, doing something similar to the Corsair vid. No peripherals plugged in, so only mouse and keyboard were used. Even though I didn't keep the left brake on and just tapped it after shutting off the engine, the plane kept tightening the turn, as any taildragger with castering tailwheel would and should. Now, If I tried to do the same in DCS Corsair, it would stop straight, that's the issue. I don't mind imperfect tailwheel animation if it indeed turns out to be general DCS limitation that we have to deal with. Tough luck. There's something iffy with inertia (or rudder effectiveness?) at low power and taxiing speeds, however, and I hope devs will find some time to revise it again in the not-too-distant future. 109_turn.trk
  7. No you can't* and that's not what this thread was initially about. All the talk anout the wind derailed it, albeit one can assume two SEPARATE issues discussed here might be somehow connected in the code. The issues are: 1) Inability of the tail wheel to caster freely while unlocked, which makes making tight turns with diff brakes (ie. taxiing out of parking spot to perpendicular taxiway) impossible unless you use full rudder + stupid amounts of power to literally scrape the tailwheel sideways across the ground. Simply put - tailwheel always remains locked either fully or partially (ie. it kinda unlocks but to about 30'ish degrees only). Watch the video of the real thing posted by Super Wabbit on the previous page. Wind or no wind, It's impossible to do the same sort of turn in DCS Corsair right now. * Makind mild turns with rudder only as in DCS Mustang is perfectly doable indeed, but that's not what we're talking about here. 2) Some excessive weathervaning caused by adding wind component to the mission. What wind speed threshold maxes turning impossible is still to be determined. I would also add a third issue of tailwheel getting stuck hard in the mud if one incidentally rolls off the runway/taxiway on some maps, which makes the plane very difficult to get moving again, but It's a different issue and I don't want to derail the thread myself.
  8. I haven't noticed specific 580.97 thread yet,but you'll get more attention by posting in crash-related section of the forum: https://forum.dcs.world/forum/482-game-crash Keep in mind providing logs is crucial, because it's impossible to investigate anything without these really. In the meantime, you can also try to use DCS log anaylzer to try to narrow down the cause by yourself: https://forum.dcs.world/topic/343412-discord-dcs-log-analyser
  9. Hoss, the module never had separate push-to-talk command, so I'm surprised it was picking up your VA in the first place . Should be no changes here. I'm away from my gaming rig so can't check implemented changes now, but reading other threads, I can see it's going to be a challenging experience.
  10. Rudel posted excerpt from manual indicating how it' supposed to work now (?) but I find it even more confusing really
  11. In either case, we're getting a -5 Zero (whether it's really 5b or maybe 5c is not quite certaint for the time being?) vs non-water-injected -3 Hellcat. These two are not THAT far apart in relative performance and they'll be even closer given similar experience level of online players on both sides.
  12. Yup, guys have been reporting it for a while in F4U section of the forum, no ETA on a fix yet (at least to my knowledge):
  13. The name of this very forum section did :D. But indeed, WIP shot seen above clearly shows extra 13.2 mm guns which shouldn't be there on b variant.
  14. I've never played some of the default instant missions for P-47 because they override my snap-viewed personal FoV settings. I've read it's beacuse of some leftover file ED put in these missions. Now, If I play my own mission afterwards, i expect the game properly loading my own view settings and for Thunderbolt it does. That being said, I remember when for a few years we needed to load D-25 and D-30 Mustang missions in correct order to avoid loosing all custom controls, same for clipped and non-clipped Spitfire. I'm glad this bug was fixed eventually. Maybe ac5 discovered a new but similar issue which doesn't go away unless game is restarted? I do use snap-view customized FoV in my Corsair and I haven't yet experienced missions resetting it to default even though I switch between training and my own ones multiple times. The only time it happened to me was when I switched from American Corsair to British MkIV one, because the latter uses separate camera settings and thus I had to separately customize it as well.
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