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Posts posted by SinusoidDelta
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I see no problems with constructive feedback, but as Skipper so says: We are lucky to have it and not flop around in FSX with no combat. Development takes time, the features of the airframes we fly are set by the Developers, not the community, even though they listen to us. But with all the ranting in various threads about missing features. I wonder how developers put up with this kind of written abuse and keep forging on?
If they announce a feature, people want another feature. Nobody forces anybody to buy anything. You don't like it? Don't buy it. Just stop ranting and raving about what it SHOULD do instead of what it CAN do.
Ka-50 is an AG platform, but can kill air threats with the Vikr. Just learn to fly it good. I have seen it done first hand, but have yet to develop the skill needed to do so.
The Mig21 is a capable Tactical bomber, but was not meant to do AG missions as a primary role.
A10C vise versa.
Trying to kill a Fighter jet with a Helo is hard and should be..
There is no such thing as a level playing field.
There is a big disconnect between the community and the developers on what actually is modeled. The 'nuts and bolts' are a mystery to us. Often times the burden of proof is placed on the customer to prove their concern. I don't feel a paying customer should have to pour through technical papers, purchase flight manuals, export flight telemetry data, then plot the data to prove something in the FM is wrong. The customer also shouldn't need to write a journal article quality CFD analysis of missile performance, with verified references, to prove missile performance is inaccurate. Yet we do these things anyways, for the love of the game. That is a sim community and ED's most valuable asset.
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Watch your jet in external view while braking. I remember the nose wheel would skid in 1.2, I don't know why because it has no brake as you said. Also, you can't apply sustained full brakes at 100 knots. The brake pulser or something else isn't modeled properly and you will go out of control.
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Thanks for the response. Does the ARI deactivate at a certain air speed? I checked this evening only by watching external view and it didn't appear to disengage. The only way I could disengage rudder deflection from stabilator position was by disabling the YAW CAS channel. I apologize if I'm missing something here.
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I completely forgot that while the ARI schedule may be correct, ARI function should be disabled with the landing gear extended. Hopefully this is corrected in a future update.
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Watch your track replay, the nose gear is probably locking up braking above 50 knots. It'd be nice if anti-skid were enabled for the nose gear too ED ;)
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For illustration purposes:
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Trim is accomplished mechanically by jack screws. The pilot relief modes (ATT/ALT Hold) are achieved by inserting commanded pitch/roll into the CAS loop.This is unrelated to the OP hence why it wasn't included in earlier post.
My ATT and ALT hold commands are engaging. I'm still having the previously reported disengagement issue I detailed in another thread.
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I haven't been on much recently but I haven't heard if the autopilot and attitude hold disengage has been fixed.
As far as I know attitude hold shouldn't change the stick trim. I think that was a correction made in 1.5.
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I've had this happen several times when either the server crashes or I try connecting by IP to an MP server that is unavailable.
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This problem exists with the F-15 as well. The FM is unpredictable if you deviate from a STD day.
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I think there is something unintended going on here. The cockpit altimeter error gets much, much larger with altitude. At extreme altitudes the difference between the F10 map and altimter reading can be over 20,000 ft at the end of a zoom climb.
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DCS crashes for me like clockwork it seems to be due to memory leak. Open task manager and note the size of the memory working set and commit charge. At the main menu both working set and commit charge are usually at 5GB. At mission start commit will increase 6-8 GB. Periodically checking the sizes during the mission, the commit charge keeps increasing. After 30-40 minutes I start seeing 5 second stutters DCS. At this point the commit charge has increased sometimes to 15GB or more. Setting CPU affinity to 1 core and Nvidia mutithreading off actually seemed to prolong crashes but I need to try again to confirm.
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AFAIK there should be something left on the pedals, but not sure.
Sorry, I don't understand what you mean. What should be left on the rudder pedals?
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Seems to be working fine. The ball is centered, so there's no actual slip.
Slipping is in relation to the airmass (yaw/beta angle). In the case of wind, your 'slip' is with respect to the ground, but not the air.
Shouldn't the HUD symbols and the HDI match?
From the -1:
The velocity vector displays the instantaneous flight path with respect to earth coordinates. It is a small airplane symbol and the wings of the symbol always remain parallel to the wings of the aircraft. The vertical between the aircraft symbol (when displayed) relationship and the velocity vector indicates true angle of attack. from HUD displacement Velocity vector azimuth centerline indicates that drift (or a crab angle is present. The vector symbol is limited to 8.5 radius of motion centered on the HUD FOV. The symbol flashes when it reaches its limit. -
i searched on "rudder" and didn't find anything remotely resembling this
when i'm starting up the f-15, part of my process is i "stir" the stick through its full range of motion and move the rudder pedals - then i turn around and check the movement of the control surfaces
when i look, i see something odd
i demonstrate that here...
---- aileron vs rudder movement -- pre flight cockpit wipeTLDR: full left stick results in LEFT rudder - and full right stick also results in... LEFT rudder
but left and right pedal application results in correct control surface deflection
that just looks odd to me
anyone know what's going on here??
Do a lateral wipe, on the cross with zero longitudinal stick movement. Use rCtrl+enter to verify no forward aft movement. The rudder will stay centered with no longitundal input because the ARI is a function of stabilator position.
As aft stick is increased during lateral input, proverse rudder should increase to counter adverse yaw induced by differential aileron/stabilator deflection.
If you increase forward stick with lateral input, adverse rudder should increase to counter proverse yaw.
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The Labels are still available...
As compared to real life a spotting distance of 10nm for a P-51D sized plane is enormous, at least, I wonder what people expect?
This is not an arcade shooter where you get blobs and pointers to easily find enemy planes!
As in a real life dogfight "you lose sight, you lose the fight"... And believe me, I have my fair share of trouble keeping my eyes glued on an enemy plane, or spotting a squadron of P-51Ds in the distance.
Yes, it is hard to spot planes against the background. It is hard in real life as well.
Depending on humidity in the air, time of day or backdrop it is pretty damn hard to spot planes.
Just giving distant objects more contrast, darker colour, or red pointer arrows will make it easier, of course.
But honestly, then you can switch to Arcade avionics right away?
Train your spotting ability, force yourself to keep "eyes on target", while maneuvering the plane.
From my experience the current system with "enlarged" model visibilty is a real good compromise between playability and realism.
It should(!) be hard to spot a small plane at more than 5nm.
Have a read here: http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0005594
...and a DC-3 is far larger, than a fighter.
So about 5.5 to 8.7 km(!) was the average "detection distance" if the pilots didn't know the exact location.
Currently at 5nm I can definitely spot a group of P-51Ds if I look in their direction and they are not obscured by my cockpit.
It is pretty realistic that approaching 10nm distance, even when knowing where to look, it is difficult to spot them.
At least in real life it is... :smartass:
See the video below at 20:00.
He has the target locked and at 17 miles (27 kilometers) gains visual nose to tail. This is further than your reference's ideal aspect for detection. He says something like, "It must be something big because you typically can't see a fighter at 17 miles.
[YOUTUBE]://m.youtube.com/watch?v=0IL3UoU9CbM[/YOUTUBE]https
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Sorry, I forgot to let you guys know and you went and did all this work :)
AP problem is reported and I'm certain cofcorpse will be looking into it.
Thanks for the update. There's more where that came from :thumbup:
Is this the proper sub forum for submitting or tracking bug reports related to the F-15 FM?
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I was flying on the North American VA server last night which had wind enabled. It appears YAW CAS still doesn't limit uncommanded side slip due to wind. Attempts at countering the slip were ineffective and required almost full opposite rudder. That would mean I am applying over 100lbs of force to the rudder pedal! Resetting the CAS channels also had no effect. Can anyone else confirm the F-15's behavior with wind present?
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If have set all to high or ultra and disabled DoF and lens effects.
The scaling for objects is set to large (I have also tested with off and normal).
4x MSSA and 16x AF (all ingame).
Compared to 1.2.6 the haze is the most annoying thing for me. As you can see at the screens in this thread, there is a haze all over the screen and this makes dark things grey and becuase this haze is all over the screen, I can't spot this darker grey very bad on a gray background, even this background is green with a grey haze over it.
In 1.2.6 there is no grey haze and now blur at the same distance.
I will make some screens for comparison.
THIS. Users keep saying how great the update is graphically and I can't honestly say that. Speaking honestly, it actually looks worse than 1.2 did. I'm playing on a 34" 21:9 curved ultrawide monitor at a native resolution of 3440x1440 with frame rates over 100fps.
The haze/fog pervades the whole map. The terrain detail at medium altitude appears very poor on any setting. At high altitude the terrain is almost completely obscured by haze. The effect this haze has on depth perception is awful. Just like driving through fog IRL, it's very difficult to maintain spatial orientation and relative motion. I find myself descending, ascending, or banking without instruments because no indelible horizon exists. I've tried every combination of settings without resolve. 2 reports on the haze have been closed as they were deemed not a bug. Am I missing something? Why doesn't 1.5 look glorious for me as it does for everyone else?
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Sorry for the delay. Here is the .trk: https://www.dropbox.com/s/4xtep8xfcjkac6j/client-20151004-223202.trk?dl=0
Here is the acmi. (I use the Tacview beta which may not work with the current RC) Skip to 14:00 minute mark and the ATT hold malfunction occurs at 14:25. https://www.dropbox.com/s/2qb1kz3291sgt8p/Tacview-20151005-002829-DCS.acmi?dl=0
Below are telemetry plots to provide more detail on the issue
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If you could provide a bit more detail, such as where you are seeing this, more people may be able to help.
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Sure thing! I'll post it this evening when I get off work.
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Issue settled for me.
The E has significantly more thrust with the 229's than the the C has with the -220's. At Military power, standard day, 4xAim-7's and no CFT's the F-15E can sustain just over Mach 1.00 within a very small altitude range.
Accurate 3D models of Warthog gimbals
in PC Hardware and Related Software
Posted · Edited by SinusoidDelta
I can have the gimbal components 3D scanned with micron accuracy if it would be beneficial. What are you planning to do with the 3D model?
Edit:
TM makes the stick feel very "aerospace grade" with the exposed machined surface (which is clearly the surface finish created by a bandsaw), it weighs a ton, the outrageous centering spring and the hefty price tag. It may have 4 trillion points of resolution with "space age" hall sensors but if the mechanics of the stick are this bad, whats the point? Not much on the stick or throttle was built to last, almost everything inside the base is plastic.... luckily their customer service sounds pretty good.
The extension is the essential part, it basically cures the problem with brute force. I need to get one. Last night I changed the 4 compression springs for stiffer ones, cleaned the gimbal, and applied lithium grease. It feels like a totally different stick now, in a good way.