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Everything posted by Terzi
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Hello, It seems that long range rendering problem is gone with DCS 2.7. However, when I fire the AKG from ~80nm and wait for DL, it seems that the missile does not always fly to close proximity boresight of its intended target. Sometimes it really flies and faces the target, but most of the time it won't. If you ask, yes I enter correct coordinates and I know how to manage the AKG. But when the missile reaches about 11 nm from the target, it is very possible that the missile is facing 30-40 degrees off from the target bearing. How can you manage to follow the target when it is really off-boresight? Such offset is incorrectable from the DL screen because you don't have a view to it at all. Of course I don't expect the missile to pinpoint the target but when the screen shows me somewhere that I can never recognize, the missile becomes useless. The missile will fly to target whereabouts, but won't face the target most of the time, not horizontally, not vertically.
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in progress So, no flight model update for the F-16 in the 2.7 patch?
Terzi replied to SCPanda's topic in DCS: F-16C Viper
Hard to say that it is similar or not. The FLCS behavior is similar and the control of the jet is very pleasant. You could try it in free period. The F-16 is more agile and fast. The JF is a fuel saver with lots of modern arsenal. No hmcs and no bubble canopy makes me love the F-16 still :) -
in progress So, no flight model update for the F-16 in the 2.7 patch?
Terzi replied to SCPanda's topic in DCS: F-16C Viper
If you own the JF-17 you can try this: Set the jet to 300 knots and go idle. The flight computer will try to keep the FPM where it is while the speed bleeds off and pitch increases. This is what I am missing most in the F-16 currently. If you try this in F-16 DCS, now the FPM will drop down with the speed, which is similar to Hornet behavior, instead of adjusting the pitch to maintain FPM stabilized. IRL the FLCS works similar to JF-17 I described above, someone posted the F-16 FLCS schematics before. -
Viper changes that I noticed in 2.7, which are not listed in changelog
Terzi replied to Terzi's topic in DCS: F-16C Viper
Sorry everyone, I posted this under bugs section. Please moderators move it to general section of the F-16. -
-Brakes do not lock the wheels anymore, which makes the jet more controllable during landing. However anti-skid system is not fully implemented yet. The switch has no function. -Front gear suspension goes a bit down during brakes-held takeoff. Which makes it so nice that the jet bobs its head a bit when you release the brakes. -Adverse yaw effects seems to be tuned. When you roll the jet with full stick applied, then you immediately stop the roll, the nose has gentle damped oscillation which seem soo nice. -(Not sure) but engine rpm might have seen some tweak in high altitudes, or maybe its just me feeling so. Try the Viper in 2.7 and share what you guys think There might be some more that I might have missed. Or maybe all of above is just my imagination. Thanks ED
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Thanks!
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@Frederf I noticed the same issue. Any idea if this is made intentionally or is this a bug? You cannot refuel externals well, if you aren't really low on internal fuel.
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Any way to do this? For example if both unit1 AND unit2 is inside the zone AND their speed is below 40knots.
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+1 for the same block 50 that we have, D model. Would be so nice for squadron training, weapon employment ease and multiplayer taste. F-16 is currently the most popular aircraft in MP servers along with the Hornet.
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I was reading the HAF document. It is really so that ED model was right to pause the clock without power on the FCC and it will continue from the last known time when the power is back on. (section 1-303 to 1-306) This is very nice when there is no GPS signal. 1-253: "When the receiver has valid cryptokeys loaded and is tracking four satellites, accurate position, velocity and time data are provided to the aircraft ...." 1-255: "The GPS provides: ... ... Time of day GPS data is also used in have-quick syncronization"
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Video was not enough? How can I help more? By evidence, do you mean that the real F-16 time sync process?
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@BIGNEWY The time that is passed without electricity during startup causes shift in system time. Here I boosted the time on purpose before the ramp start and the result is ~5min shift.
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It makes sense to have manual correction for the time settings. But if the jet can sync with the satellites automatically, then we should have this already. I see no point in setting the time manually in every flight. There is no such operation in real-life ramp start procedure that I got from own sources. Let's wait for ED to comment on this; why they made it so, or are they gonna do further work on this.
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Let's say that the mission starts at 5:00 AM in Syria. We have Hornets and Vipers in the mission in MP server. After the ramp start, in multiplayer we confirmed that the F/A-18C shows the correct time as; let's say 5:13. The Viper on the other hand shows as (UTC 2:13 - minus the time spent without electric). Showing the time in UTC is acceptable. But each aircraft will startup in different seconds or minutes, thus showing the wrong time for each jet. So the Hornets took off in exact time, while the Vipers were thinking there is still 2 more minutes until the takeoff time. Because the Vipers got their generators on after ~2 minutes. We confirmed this but currently I have no proof. Please investigate this and let me know if you really need some sort of video to verify this.
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If you rearm your jet, and move before saying "reaming complete"; the SMS page will not update. You will have your weapons on wings but the avionics will not show them. This could be one reason...
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Well maybe more than slight In low altitudes difference would be more and high altitudes less.
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In Hornet while you fly around the carrier with flaps down, you are supposed to adjust the vertical velocity by using the throttle. This is very useful doing carrier ops. The physical shape along with the flight computer software was designed to do so. You trim the airplane for AoA and you don't need to use the stick at all for pitching up/down. In Viper I noticed that similar thing happens, which is a wrong behavior. As you approach for landing with good AoA, adjusting the throttle controls how high or low the FPM (flight path marker) will go. This is incorrect for Viper and probably its because some part of the FLCS code might be copied from Hornet. In Viper as you approach for landing, increasing the power should only let the jet go faster (not higher). The FLCS shall keep the FPM where it is, by pitching the nose down as necessary. The idea in Viper is that you place the FPM where you want to fly, and the FLCS will do its best to keep it there. Similarly when you set the power to idle during approach, the FPM will stay where it is, and flight computer will pitch the jet as necessary. I hope when the flight model is done we get this behavior corrected.
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I don't know about intake temperatures, but going faster means more volumetric air intake per given time, thus slight increase in PPH.
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That's correct behavior because as the speed changes the blades will hit faster air, will spin easier and breathe more oxygen.
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This implementation shouldn't be that difficult. I wonder why we still don't have it. I know that the F-16 is early access but we have to wait that long to get such simple things.
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Great work guys. Truly you guys are putting up an awesome job. I really really wish to see Balkans or Aegean map from you. Best of luck and success!
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@Mike_Romeo good work. Still I would like to see such easy implementation from ED side to be universal and official. Those who care about NATO symbols can still use them. To me they are pretty useless I am not NATO officer I am a gamer. Your work looks fantastic.
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I think the current icon set is really outdated. I don't know for what reason this was chosen, but icons similar to Tacview would be so nice. Aircraft type should be distinguishable and its heading should rotate. Just why on earth would someone like to see "half egg-shaped F" without any heading rotation or any sort of indication of its type.
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I felt some small FM change with 17.02.2021 update. I guess the flight model got a little bit improved with high G, munitions loaded turns, which now feels better I think.
