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About JupiterJoe
- Birthday 05/11/1975
Personal Information
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Flight Simulators
DCS
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Location
Wales, U.K.
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Interests
Cinema
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F-14B(?) Upgrade as featured in DCS 2025 video
JupiterJoe replied to VR Flight Guy in PJ Pants's topic in DCS: F-14A & B
Obviously that was a typo, I meant Iran. I wasn't referring to retiring the aircraft. I was saying a lot more of these amazing aircraft could've gone to the boneyard, if Iran's F-14's didn't exist. As you said yourself, the D was light years ahead of the original after it's upgrades, plus LANTIRN. I appreciate it's overly sentimental to wish it was kept in service a little longer. You must admit the opening scene featuring the Hornets in Top Gun: Maverick was a lot less exciting than the original opening scene -
F-14B(?) Upgrade as featured in DCS 2025 video
JupiterJoe replied to VR Flight Guy in PJ Pants's topic in DCS: F-14A & B
Wow! I don't own a module with modern avionics like MFD's etc. I was saving the space in my brain for the F-14B(U). Looks like I'm going to need it. It's also increasingly looking like scrapping those F-14D's was not just a crime, but a sin. Yeah, I know they were difficult to maintain etc, but what a machine they must've been. It'd have even been worth launching a spec ops mission to sabotage Iran's F-14's just so we could have kept the D's around a bit longer. A bit naughty I know. What with the early A and this it's going to be the best year for the Tomcat since launch. Can't wait. -
Maneuvering On The Ground With Differential Braking
JupiterJoe replied to AG-51_Razor's topic in Bugs and Problems
In my opinion your points are moot, because the tail wheel is damaged from the moment you spawn in (ask the ground crew to do a repair as soon as you spawn in. The '170 secs' will pop up, which only happens if something's damaged. When they're finished the aircraft will misalign with the ground and cause the tail wheel to break again). We cannot accurately judge its functionality in this state. Personally I think the tail wheel should castor freely when unlocked and when locked be limited to the 40 odd degree limit we're currently seeing for unlocked. -
[Bug Confirmed]Corsair Perpetually Damaged
JupiterJoe replied to JupiterJoe's topic in Bugs and Problems
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The aircraft is damaged from the moment you spawn and cannot be repaired: I'm as excited as anybody to fly this gorgeous aircraft, so hope a fix comes soon, but I first posted about this in June and nobody's acknowledged it. -Rudel- states in the above link that the Corsair has a unique damage model.
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Maneuvering On The Ground With Differential Braking
JupiterJoe replied to AG-51_Razor's topic in Bugs and Problems
The aircraft is damaged (including the tail wheel) when you spawn in. Ask the ground crew to repair and you'll see the '170 secs' pop up. Once that's done, ask them to repair again and you'll find the aircraft is stuck in a continual damaged state, therefore you cannot taxi properly: There has been no response from the Devs on my thread, so not sure they're aware. -Rudel- has recently mentioned the Corsair has a unique damage model that is still in testing, so until this is completed I guess the Corsair remains broken: I think this is the number one issue with the Corsair right now. -
Thank you Bignewy. Anything from Heatblur in this one?
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[BUG]ACLS does not work with FFB Sticks
JupiterJoe replied to JupiterJoe's topic in Bugs and Problems
The DCS FF Tune menu.- 20 replies
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[BUG]ACLS does not work with FFB Sticks
JupiterJoe replied to JupiterJoe's topic in Bugs and Problems
Have you got Swap Axis selected in the FF Tune menu? It might help with roll trimming all the way to one side. It won't help with ACLS. HB are aware. I suspect that particular issue is something to do with conflict between the back and the front seat. With the Control Input Indicator switched on, you can see Iceman trimming all the way nose down when you jump in the back seat.- 20 replies
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[Bug Confirmed]Corsair Perpetually Damaged
JupiterJoe replied to JupiterJoe's topic in Bugs and Problems
Still a thing after today's patch. -
Cool. Thank you.
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I tested what happens if you deploy manoeuvre flaps at 350k. The slats don't deploy and the flaps quickly retract themselves. So that rules out me hitting the button by mistake and doing damage. I'm at a loss. I guess it's either a random mechanical failure (which I've always had selected in the menu, but not sure is implemented), or a bug.
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Does this work: https://limewire.com/d/FpEEQ#SfslpJcFwt EDIT: I just watched the track back and the flaps do deploy briefly. The flaps quickly retracted and left the slats deployed, probably having been damaged because I was doing at least 350knots.
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I was flying a single player campaign mission (Speed & Angels - Mission 14b). Was about 1/3 of the way through the mission, up at 25k, 350 knots, not doing anything particularly dramatic manoeuvring wise. Slats deployed by themselves for no particular reason. I have them mapped to a thumb joystick on my Virpil throttle. It can't be an issue of accidental control input, because the flaps are not deploying, just the slats.
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I've gotten several un-called slat deployments recently. Is this a random failure, or a bug? I'd post a track, but it happened quite a way into the mission and the saved track file is too big, even when compressed.