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Art-J

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Everything posted by Art-J

  1. They were all stolen, smuggled and installed in areas covered now by Normandy 2 map . That's why there's a crapton of them over there and none over here.
  2. New Channel map customer here as well. What a cool little sandbox mission this is. Loads allright with Assets Pack in latest OB. I think it will help me getting familiar with the map and practicing before trying Reflected's Wolfpack campaign for the first time. Thanks!
  3. Thanks, forgot about that thread. Will analyze it later. That's the whole point. Even if devs don't feel like touching the RPM limits for whatever arbitrary reason and reprogramming master bearing for the third time, ammended pitch limit would at least move the onset of overspeed towards higher IAS. Look at the Anton. It had bearing failures imlpemented and tweaked later at the same tima as the Jug. For all we know it might have "glass" bearing issue and questionable high RPM limit as well, but we just never experience it, because Kommandogerat and VDM prop on it keep the RPM in check no matter how fast you dive.
  4. @DishDoggie ^ They also don't have to create and code in internal structure (apart from places where it's visible from cockpit and from outside), damage model and weapon systems either. These things are a must, however, and take lots of development time in combat-oriented sims.
  5. ^ True that. Plenty of new 3rd parties popped up during last few months of Friday announcements, but none of thes gives a damn about making warbirds for DCS (well, Skyraider is kind of borderline exception). Even Flying Iron guys decided to come here with a scratch made jet project rather than port over their already existing MSFS warbirds. OK, we did have a VEAO saga years ago with their massive warbird lineup announced, but unsurprisingly that ended up as a smoke-and-mirrors show with a bit of a scam sprinkled on top. Whether we like it or not, M3 is the only party who wants to make a Corsair, so we can only wait and see how it turns out.
  6. Yes, these were referred to in the other thread in bugs section, which was closed today despite Reflected posting two tracks showing engine failures when performing dives as requested by closing party - literally as per real manuals, ie. throttle pulled back to avoid overboosting, but not completely back to avoid dive getting steeper. Granted, the dives were steep enough for the engine to briefly go into 3050-60 range, but If the thread wasn't closed, I could post similar tracks showing more shallow dives with the same catastrophic outcome, below 3000 RPM, which contradicts the manuals. If Reflected tracks, despite being as literal as can be, "failed to be acknowledged", then I would at least like to know please what the dev's position is on the second discussed matter, that of Curtiss Electric prop coarse pitch limit in governed mode. Kablamoman's photos posted in the aforementioned thread suggest the prop should have the same governed and manual coarse pitch limit, but in DCS it doesn't. What's the reason for that? It's worth noting If the DCS prop in governed mode could increase the pitch past the current coarse limit, we wouldn't have the whole 2800-3050 discussion at all, and there would be no need for yet another damage simulation developer review. That's because the engine would just not rev above manual-"recommended" values, or at least not rev beyond that limit so early in a dive. Thus, prop pitch limit is a separate issue, which, IF ammended, could in turn potentially make the max RPM a non-issue in the end.
  7. Not a MP guy myself, can't figure out how to play this replay track of yours. A shot in the dark though: are you sure you turned on water injection? Both the circuit breaker on the right panel and the switch on the left one? Is it available on this server you played at all? I recall reading some servers limit MW50 availability. On the other hand, having inop MW injection shoulnd't kill the engine so fast I think (?), as the regulator drops the manifold pressure anyway, from 1.9'ish to 1.7'ish. Just tried to replicate what you did, but using stock Channel cold-start mission and taking off immediately after warm-up to 50 degrees. Then spent some time about 6500 m flying at 3250 RPM with MW on and off. In both attempts the engine ran fine for a few minutes so I'm at loss about what could've happened in your case.
  8. That's the one which always cause head sctratching although I think some of it is kind-of present actually. Mind you, it's supposed to be more noticeable above 20-25000 ft and it doesn't take long to get to lower, denser altitudes in a dive. However, in my numerous test mission attempts, air-starting at 35000, I've noticed that when initially trimmed for a dive, the plane does tend to pitch down a little by itself, so a bit of Mach-tuck simulation seems to be there? Now, in a grand scheme of things it doesn't matter at all, because control loss doesn't seem to be simulated indeed and we always have full elevator authority, making recovery flaps implementation redundant. I've only read one guy's post here on the forums, claiming he had experienced control loss in a dive, but without replay track I call it a bluff Will believe it when I see it.
  9. @NineLine That's the point, the limit itself is the problem. To add more specific reference to Kabloman's point No. 4, please check: a) 01-65BC-1 manual for B-through-G Thunderbolts. For -21 version of the engine (which belongs to -B series as the one in DCS), engine chart on page 32 states max permissible diving RPM as 3050; b) AN 01-065BC-1A manual for D-25 through D-35 Thunderbolts. For generic -B series of the engine, engine chart on page 36 states max permissible diving RPM as 3060; So, even if we skip the Curtiss prop pitch stops issue for now, as I can't provide relevant documentation (yet), there already seems to be a flaw in DCS, with bearing damage simulation kicking in exactly at 2750 RPM figure. Following the real manuals and getting close to 3000 in a dive is not possible, as the simulation kills the engine before 2900, after 10-15 seconds depending on dive angle. Very short over-3000 RPM "spikes" are indeed possible, but only during incorrect stall & spin recovery, and usually don't kill the engine if the governor loads the prop fast enough to drop RPM below 2700. That's a different case then. To sum it up, the manuals clearly show the takeoff (gauge) redline wasn't the same as ultimate engine "failure redline" so to speak, while in DCS it is. Granted, 3050-3060 surely couldn't be maintained for long. How long was "safe"? These manuals don't say. N Thunderbolt manual says "up to 30 seconds", and even at 3120 RPM, but that's for -C series engine which was a different kettle of fish compared to "ours". It's still some reference, though.
  10. For example, it's in the B, C, D, G manual you've added to Wolfpack campaign :>. Page 32, top right section of the engine flight chart. Edit: D-25 to D-40 manual for the Brits also has it, on page 36, listed as 3060 RPM.
  11. @KetchupWarthogMind you, according to real manuals from B- to N- variant, 425 rounds per gun was "maximum" load, while "desirable" load was listed as 200, 267 or 300 depending on gun configuration (6 or 8 ) and on... manual you choose to follow. I guess ED decided to choose 300 as best compromise option. Still, logic suggests that ammo bar in the editor set at 100% should yield max physically possible amount, so 425 I'd say.
  12. Oh, haven't flown it in a while either. But the cockpit snippets in that Normandy 2 teaser vid looked very promising. Once it's out, I'm gonna fly the thing much more often again. Until then, texture mods help somewhat.
  13. I don't use Steam DCS, but I believe both Steam version, just like standalone one, uses C:\Users\[your user name]\Saved Games\DCS.OpenBeta location to store all info about your DCS configuration. Keep in mind that neither repair / file integrity check nor reinstall do anything in that location, that's why it has to be purged manually by yourself. Are you sure you deleted absolutely everything from that folder? Does your Windows display all hidden files and folders? The only other idea which comes to mind is Steam Cloud backing up and restoring your config files by itself, but it's been years since I disabled Cloud for all my Steam games so don't even know where you disable it nowadays in that new UI of theirs.
  14. At this point one can only speculate. We officially know the measures taken were aimed at some form of practice of abusing trials, but I indeed doubt ED will reveal any compromising tech details. I'm bookmarking this thread, though. Have no idea what WinAuth is and haven't used such 2FA solutions (no-phone ones I mean) myself, so I'm glad to read your extra tips and tricks. They'll come in handy outside of DCS as well.
  15. Glad to be of troublemaking-service, Sir . Cheers!
  16. He un-ticked the "mirror" option. That should do it I guess? I don't remember how I did it in my setup years ago, not at PC at the moment, but that seems to be the most likely solution.
  17. I'm with Rudel on that one. ED has explained numerous times that the map is considered feature complete, and I guess it's still not "old enough", nor did it sell well enough to get "version 2.0" treatment anytime soon, if ever. But that situation has its pros as well - apart from Vegas region (for players with lower-end hardware), NTTR, next to Caucasus, really is the best performing map in DCS by far. Thus, although I wouldn't mind getting a bit more rounded 3D mesh here and there, better night lighting and higher rez textures with toned down yellows and reds in colour palette, one has to be aware that all these things are not "free" and would actually come with performance decrease.
  18. Thanks a lot for the updates. I have to refresh my Thunderbolt flying skills a bit, but then - off to your campaign!
  19. @Reflected The preview vid is lovely, but I have to comment on a pet-peeve of mine, which I saw on first custom skins for the -47 back when it was released (or even on incorrect default skin from ED) and now I can see it on all your skins as well. Namely - the internal section of intercooler door is painted Interior Green. I don't know about OD planes (B&W photos from the period make colour evaluation tricky), but I'm pretty sure NM ones had that door section left in NM finish as well, only with insignia bar painted on it. Even If we skip modern restorations (thay all have it in NM indeed), do you have historic photo sources which would suggest the internal doors were actually painted Interior Green? I'm talkin specifically about the section highlighted on the screen below. (Don't mind the missing wing. I've just purchased Channel map and your Wolfpack campaign and I'm trying to learn how to operate from Detling, while not having any experience with non-paved airbases whatsoever. I can't see the effin' grassy runway from glide path, so my first landing attempt ended right in a path of a windsock mast ).
  20. Oh well, that's not it then. Still curious what might be triggering such a problem for some guys, but not for the others. Getting a bit anxious about playing later today but will see how it goes!
  21. @Eaglewings Just curious, does it happen with modules on trial or the ones you own? Do you have any modules on trial right now? 2FA was recently made mandatory for trials, but not for the stuff you own I think. I never enabled 2FA for DCS, I did 1+ hour playing session on Monday and didn't get booted.
  22. That depends on a mod, but any good quality mod, especially the one that MUST be placed in Saved Games to work at all, usually comes with installing instructions posted in its dedicated thread on the ED forum, or in its description in User Files section of ED site where you got it from (or Discord, Github etc.), or at least should have some readme file. That will tell you where it needs to go (and thus you will know how to set up OvGME for it). ED generally recommends putting any custom content in Saved Games to keep the root "clean", but it's not always needed (and in some rare cases, like Nin's MiG-21 sound mod, half of it needs to go into Saved Games, while the rest goes into root). I, like Rudel, have my mods scattered in both locations, managed by two profiles in OvGME.
  23. A track would help, but first and foremost I'd start with posting this problem in campaign section of the forum, 'cause it's got nothing to do with hardware controllers issues. Reflected will see the thread and advise over there, but unlikely over here, unless by accident. Here's the link: https://forum.dcs.world/forum/623-fw-190-a-8-horrido-campaign/ P.S. - Although it looks like an AI related bug at first glance, it's always good idea to disable custom mods (if you use any) and try again.
  24. I agree some extra visual or audible feedback, even if exaggerated, would come in handy. I don't expect it to ever come, though. If such thing hasn't been implemented in early stage of module's post-release period, it won't be implemented later. I suppose the only workaround for player who doesn't want to "cheat" by flying with info-bar always on, is to do some test-flying with it temporarily on and memorizing how much one can pull to avoid going above 5 G. With a bit of experience one does actually develop a feel of angular speed of the aircraft in DCS just by watching how fast the scenery moves around.
  25. Don't fly it as a fighter then, at least not in traditional sense. Remember the plane was designed as a fast bomber at first, as an answer to Air Ministry specification for a fast bomber indeed. Granted, after the prototypes flew, in 1940 the Ministry opted for putting a radar on it and convertng it into a more multirole plane, but the airframe with its bomber-like structural design limits was already there. Sources posted by robi-Wan on page 1 and 2 of this thread... https://forum.dcs.world/topic/279674-expected-mossie-performance-vs-current-plane-set/ ... seem to indicate a 6 G limit, also with counterweight added in pitch control system to keep pilots from going above 3-3.5 G too eagerly. So that't about it. Moreover, keep in mind how accumulated structural damage works in DCS in general - you can go a little beyond limit a couple of times, but each time lowers the limit by a few of tenths of G so that eventually, the last pull can take the wings off noticeably below "fresh" limit of a new airplane you had at the beginning on the mission. All and all, much smoother maneuvering is required, although I agree it's quite difficult to figure out if you're smooth enough with such sensitive elevators and lack of G-meter in this bird.
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