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Everything posted by BadHabit
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Landing and Taxi lights are crazy bright.
BadHabit replied to DmitriKozlowsky's topic in 3D Model and Cockpit
MiG's lights are actually one of few that are truly illuminating enough so u can see your surroundings. I expect other modules to have the same bright light than the opposite. -
I can point to the general direction of HAF, think this might help them? :D
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Could you by "accident" have added EGM variant with RDM abilities, like so use of the exocet? :D
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Yes but Cobra is talking about the next patch of 2.5.4
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Are the functions of the Radar display going to be implemented also? Right now only the bulls/wpt selector works and what about the terrain avoidance?
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Viggen is the one of the most truly completed modules , I will happily wait for the visuals of the RAT few more weeks and hope I will never need it until :thumbup:
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RAT? Please :D
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** UPDATE: Ground Radar 2.0 & Multiplayer Flight Planning **
BadHabit replied to Cobra847's topic in DCS: AJS37 Viggen
Yes! This is Excellent! -
Got this error today in multiplayer, happens every time. No clue if it is the same error that repeats. MP is a no go for me anymore if I have less than 60mins playtime before the game crashes. :doh:
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Is there a table for other types of bombs? Like the m54 TU or for the RBK family and BL755? These types will be the most useful on level bombing.
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Did some small tests last night, and the mig does not lock on 2g after stall. It may jump momentary to 2 or more. but the rest of the stall is on -+1G. Tried flat spins, normal stalls and did some hard stalls that root from common low speed low alt maneuvering. On the other-side the F-5 was locked on 2.7G on a stall but this could be me, holding the stick so I can remain in the stall. Big thing that bothers me tho, is the aileron is 100% effective even at speeds the wings can not lift the plane no more and possible to do 360 degrees! Where the F-5 will have very limited aileron effectiveness and mostly rudder must be used to roll the a/c.
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I am not an expert or have a valid opinion on aerodynamics, so I am not here to discus. I read his napkins and think he has something to say. I pumped a discussion which imho is interesting. He took his napkins and invested some time to solve/investigate a problem. Napkins, drawings and small talk maybe have a solution sometimes hidden. These forums got too serious about charts and numbers which 99% of the users here don't understand or have no reach on them.
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Pumb https://forums.eagle.ru/showthread.php?t=194892
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I think that relates to a bug, that when pneumatic pressure is reading zero, you still have a working brake system. Maybe he is referring to that? Sent from my iQE100 using Tapatalk
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LoL. The viggen is the "most" cold war aircraft in this whole set up.
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To check the blc try to land below 60% rpm on final. below that is disengaged. Sent from my iQE100 using Tapatalk
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The new critical angle of attack might be too low!
BadHabit replied to Maverick Su-35S's topic in Flight Dynamics
It is all in the programming (not an expert but) coding the AI to use the same stick forces and stick movement as a human pilot would solve all of this repeating AI maneuvers, plus skill level should relate to how the AI is "learning" as you fight and responds to the BFM. But That is for another thread.. -
You mean deadly accurate, because off it is not.
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maybe your problem is that you limit the system with negative g or lower that 1g. Sent from my iQE100 using Tapatalk
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My curves are already at 30 with 5 deadzone and 95 saturation Sent from my iQE100 while I was inverted
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Thing is, that the problem is with the very small movement the in game, in cockpit stick needs to roll the plane. I have no problem with my stick or with any other plane using it from Il2 to Bms and in every fixed wing in dcs. As Hiromachi explained above it is something they had to compromise with. I need to point out that I am not really having any problem of flying the plane in combat or doing my missions. But flying the airplane, cruising around without the stabilization mode on, is the most irritating thing to do in this sim. I don't know how other dev teams have come over this obstacle and I don't like pointing out other teams all over again. I hope you have a solution any time soon on this. One more thing I wanted to state. As of this situation, I personally use stabilization mode a lot for flying, and sometime for fighting. I read somewhere that real pilots using this mode were disabling the Autopilot Pitch Channel power switch? so the could have a more responsive pitch control. Using this switch tho has no effect in the sim. :music_whistling:
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Thanks for the reply. I understand the shortcomings but i believe the solution lays with the F-5E from belsimtek. They added a saturation on the roll axis that the virtual pilot can overcome with a button press and halt the saturation. Giving both the precision he needs and extreme roll rate, without the need to have the real stick travel. Innovations like this I believe should be shared among Dev teams around.
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I am being nostalgic with how the aircraft used to behave on air in older versions. However I get to accept some of the newest progress over the FM, but I am struggling to accept the stick input required to move the aircraft around in particular the roll axis. Back in the days when most of the module users were complaining about the slow roll rate of the AC, you came and respond by some adjustments. New roll rate may be accepted but the stick input required is so small that of an inch.. From the start of the action the aircraft instantly responds (rapid) with a immediate halt when the movement of the stick stops, however careful and smooth one can be the action is so drastic and leads to over-reactions. I am not claiming to know better nor having experience over those stuff, but understanding some basic physics and what is or not, one would expect a dead-zone on the input the pilot, has on the movement of the axis over the stick translated, in a small (but very important for efficient reaction and control) delay on the respond of the aileron. Much like the yaw and pitch inertia is active and noticeable in the current FM so much it should be in the roll axis. Please (devs) elaborate on this, since there is no other way to go around this, nor deadzones or curve settings are really helpful because it is related with the in cockpit stick movement..
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Loved it! However I don't get you would share some like this here. To Toxic place I believe. Inhabitable :P Question? Why you believe that 1111 universes exist? And also what the God you refer too has anything to do with the universe?