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Everything posted by escaner
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BTW, it happens both in the P-51 and TF-51.
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Yes, it have read somewhere that external tanks and bombs are planned, same as a clipped wing variant.
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Look in which subforum you are writing. This thread inherently is asking the F-4 to M3/LN.
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Spinning the Spit (and other warbirds)
escaner replied to philstyle's topic in DCS: Spitfire L.F. Mk. IX
I have been trying spins in the Spit and sometimes it auto-recovers, sometimes it does not. The longer you force it into the spin, the harder seems to auto-recover, which looks fair to me. The manual says that you can easily recover the spin using the proper method, which is true in DCS. It does not say that it cannot recover by itself. The problem here is that this depends on other factors. E.g. if your trim is full back and full into the spin, it most probably will never recover. If you keep power, it may help keep the plane spinning, etc. This is why there is a procedure that will let you out of the spin in the shortest time (hopefully before getting to the ground). -
Thank's. I can confirm that the ripple fire is now fixed. :) The other issue (each LAU-3 pod firing 2 rockets instead of 1 in single) is still present.
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The AB not lighting up has been discussed and reported several times: https://forums.eagle.ru/showthread.php?t=172526 https://forums.eagle.ru/showthread.php?t=171851 I thought it was a feature, but in the second thread Skatezilla states that developers asked for a track and it was provided, what makes me think that this "feature" was unknown to them, making it more like a bug. Here: https://forums.eagle.ru/showpost.php?p=2866511&postcount=8 Anyway, I have not found an official statement about it and I cannot seem to be able to reproduce it at will or find a method to completely avoid it.
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If you want it real life accurate, big bombs are normally used against bridges and guided weapons preferred. As the Mirage cannot carry Mk.84 (nor Mk.83), the obvious weapon of choice would be GBU-10/24, with GBU-16 as second option.
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I just realized that there are no bonus points when purchasing the Normandy + Assets pack while previous pre-sales gave points. This is a change in ED's policy, an error or it is because this is a "pack"? Also, can you spend bonus points on packs in case I'd wait for the full release? Thank's
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In my case, I always liked the Mirages and enjoyed a lot their displays in airshows, so was really attracted by this module. About 8 months ago, during a sale I asked in this forum about the status of the project, because I didn't want an unfinished product, and the consensus was that it was almost finished, only a few touches here and there missing. I have patiently read manuals about the plane, made my own checklists, configured my HOTAS (as I do for every aircraft) and followed the changelog and Mirage forums since then. I have tried to get started with it a few times, but it is not up to my standards to enjoy it yet. This module is still in an incomplete alpha state and I feel quite deceived seeing how it is now advertised as a finished product and how the resources are being moved to develop the Harrier II instead of finishing it. I trust in Razbam's ability to finish it and in their hard work. This can become a great module in DCS, but until then it just feels as wasted money for me.
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Even thogh RAF Tornados GR.1 started Operation Desert Storm in 1991 with low level attacks, after quite a few loses due to AAA in airfields, they switched to mid altitude with TIALD pods (sometimes carried by Buccaneers instead) and Paveway bombs once the Iraqui SAMs were deemed less of a threat than AAA. Targeting pods, and precision strike are not exclusive of the GR.4.
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Are the campaigns supposed to be included? There is a link to them in the news, which made me think they were, but I only seem to get the standard 30% discount on them.
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Actually the steam discounts started few days after the ED shop sales finished. Not uncommon. Sent from my MI PAD 2 using Tapatalk
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In Dogfight Missile or Dogfight Guns modes with a target locked, when the radar loses lock, it displays search mode with 10NM (DM) or 5NM (DG) range instead of the one selected by the Radar Range Selector knob. Moving this control resets the radar range to the correct value. But as far as weapon release, a dogfight mode is still engaged and air to ground weapons cannot be released until the Dogfight/Resume Search switch is set to Resume Search. The correct behavior would be to display back the Acquisition phase of the selected dogfight mode.
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I have been researching this problem. It only happens when I manually configure rocket ripple 60ms before starting the airplane. When it is already configured from the mission editor, it works fine. The behavior is that the first press (and hold) of the pickle button will work as rocket single fire. Next presses will work as ripple fire. Besides I noticed that the old bug with LAU-3 firing 2 rockets in single mode is still there. Both bugs are demonstrated in the following video: 1. First pickle press -> both bugs at the same time: works as single but 2 rockets launch from each pod 2. Second pickle press -> ripple works.
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I have been checking the video and the problem was that I had dogfight missile (DM) mode selected. I didn't notice because it lost lock and it seemed like normal radar search.
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This was posted 12 days ago ;) https://forums.eagle.ru/showthread.php?t=186231
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Could it be this? https://forums.eagle.ru/showthread.php?t=179802
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Landing/taxi lighs stay off when nav lighs off
escaner replied to escaner's topic in Bugs and Problems
I am reading it again and yeah, I understand now. Somehow when it said "position lights" I was thinking on "position of the lights switch", I was expecting to talk about NAV lights or NAV light switch. So no bug, sorry. -
That is the problem. The only thing you should need to do with the throttle is move it from STOP to IDLE (RCtrl HOME) once it reaches 10% N1. It should not be needed to "tweak the throttle forward and back" or move it beyond IDLE. If you look in the rendered cockpit, RCtrl HOME will not move the throttle to IDLE, only when you move your physical throttle beyond IDLE it will come forward of the detent in the simulator. PS: The Mirage 2000 does not have an APU. It is an electrical engine starter (normally feed by battery) what spools the engine up to 11% N1 and helps with the startup.
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Landing/taxi lighs stay off when nav lighs off
escaner replied to escaner's topic in Bugs and Problems
I went through both Belsimtek and -1 manuals and neither one describes this weird behaviour, therefore I assume it is a bug. -
In order for landing/taxi lights to shine, I need to put NAV lights to on. When I switch NAV to off, landing/taxi lights also disappear. Noticed it yesterday on the ground in latest 1.5 beta.
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Yesterday I had this issue with rockets not firing in one mission in current 1.5 (did several sorties and only once happened). Everything was correctly configured: jettison, A/G and stores. I have it recorded, will try to check whether that breaker was out or not.
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This happened yesterday to me too at some point. I had either the search growl or complete silence from the Sidewinder, was not getting the lock tone.
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I also have it configured like that and just does not work. You still need to move the throttle forward through its axis for startup.
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I agree, it would be nice to have this feature. That is how I start every other jet, except for the Mirage.
