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Grundar

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Everything posted by Grundar

  1. Yes glass struts on a wooden plane can be quite insufferable lol. To be honest I learnt how to land the mossie better (for me) while playing campaigns and missions where I had sustained control damage and needed to then be very gentle and deliberate with my inputs to get a landing. Edit: and yes the tailwheel takes damage very easily, If i'm going to damage it, it seems to always be on taxiing to the runway for takeoff - hit a bump at a high enough speed and boom that is it for the tailwheel.
  2. Some great feedback and info in this thread. Looks like i'm going to have to be more cautious in combat maneuvers, which adds a new challenge, especially in heated dogfights. More realism is better imo, especially for the WW2 stuff which I enjoy greatly. Also going to have to upgrade my quite old graphics card so I see these same effects lol.
  3. Wasn't trying to imply you didn't know the Spit, sorry if it came across that way, not my intention. Also, there is a new patch I was unaware of. I will update, check it out and let you know, will compare it to the F-16 as well. Seems like it is an unintended change though, perhaps as part of that change to g-loc effect in the F-16. Edit: Yep the Spitfire still does the usual snap roll straight to blackout that is fine. You are correct in that it now does a slight grey hazing of the FOV and then straight to blackout, occurred with the same speed yours did which is quite the big change from the update prior (I took it up for a quick spin before I tried the new update and there is definitely a difference). Edit 2: The F-16 does the initial fov change graying in as opposed to the black fov tunneling it used to be for g effects, but it also has a further stage of where the colours start to also fade to grey, this was a missed stage when i tried it on the Spit. Is this option missing from the WW2 birds? Perhaps g-suit modeling is what provides this further stage (if g-suits are modeled, or at least factored in).
  4. There is a fair whack of discussion on the Mossie's landing habits. You absolutely must keep it above 120 on the approach, flaps and gear down, no sudden turns or directional changes and use the rudder to straighten yourself in if required. The touchdown is also more sudden than you think it would be so it can come up quick. But long flares are also not your friend with the Mossie, you will stall it and crash. If you have to crash land the Mossie, even on a run way, just do it gears up as you have been doing lol, the Mossies gears will straight up collapse if you hit too hard.
  5. That was graduated in the video, just less time in that grey out area than the F-16 or modern fighters where, I believe, G-suits are modeled or at least incorporated into the G-loc parameters. At high speed and in a dive in the Spit it is very easy to flip it instantly on it's back and force an instantaneous blackout. The graduation is present as I spent a fair bit of time learning to ride it in the Big Show campaign
  6. I was incorrect, I read an earlier post saying it was like Normandy 2.0 in how it would manage it. That has been rementioned by NIneline as similar to how Normandy 1.0 -> 2.0 occurs, but not the same. I'm guessing that refers to maybe if you only buy one high resolution area and then purchase a seperate one. Thank you for the clarification.
  7. The absolute worst thing about this map is that I'm probably going to end up buying even more flight modules than a sane person can reasonably be expected to manage. I do very much look forward to flying the A-10 around there though. I will be throwing the F-14 around there as well, and the F/A-18 (albeit not from carriers) and of course the F-16. What happens when I have to pick up the modules I have been finding reasons to avoid? (like the Harrier, or any of the choppers!). So to sum it up; DCS Afghanistan is much cheaper to buy in the pre-sale, will be less discounted in early access and then heads up to full price on release. Southwest is to be released first in high detail and you can just choose to buy that area as high detail only at a further discounted price (and in the future the other areas will also be offered in a similar fashion). Regardless everyone gets the full map expanse they may just have differing areas of high detail (the areas they purchased or the full map). The tech is based on Normandy 2.0 which means terrain will be the same (elevations, distances) between all the versions. The finer detail will be different - ie citys may lack textures and a refined appearance but still have major features/buildings in low resolution areas - can still have a SAM site, depot etcetera.
  8. Yeah game mode/assists are counter productive for when you are trying to do things right. For the longest time I always had rough Spitfire takeoffs and it was puzzling. Then one day I was browsing the settings and noticed take off assist was on and at max. Turned it off and took off like a dream every time since. The Mossie I trim nose down and after lifting the tail I push forward a little to keep the nose down, the thing wants to lift at 100 - 110 but that will give you a left wing dive and into the ground you go, at 120 I will ease off forward stick and it will gently lift off. Shorter runways, i'm running the engines up to 18 boost at 3000RPM, standing on the brakes and then letting it loose to get up -> you can do a little brake dancing initially but i find the rudder effect comes in quite quickly.
  9. Thanks for the update and the information, I'm sure it will help alleviate the concerns that some people have exhibited on these forums. Props to offering an extension of the pre-order discount for those who wish to cancel their pre-order at this stage. I think we would all rather have a functioning game than one that potentially could just not work at all for some players. Heatblur have made the right choice here. Yeah I would love the F4 now so that I can fumble my way through court-martial worthy displays of navigation and weapons delivery, but there is plenty else to do in the meantime.
  10. Yes very much this. ED also have final say on release so they need to test it and a big module like the F4 will require that extended time to test I imagine. Heatblur have always been upfront about things (that they can be upfront with), they have yet to disappoint with any module. The Viggen and the F-14 are incredible modules, I play them regularly to this day (even the Mig-21 when they were Leatherneck, I still enjoy to fire up). Each of their module releases has always raised the bar for the DCS experience. Heatblur aren't a scam developer, they freely offer refunds if people so desire, just remember when it does see release, that pre-order discount does go away and you will be paying full price to get the module again Well: If you cancel, you will be given a pre-order window discount extension of two-weeks for when you buy it anyway.
  11. The spitfires collimator gunsight illumination rheostat switch does only offer limited differences of gunsight illumination (off, day, night) with the optional filter you can apply when you are in bright sun light, so that being reflected (pun mildly intended) is accurate at least. Now did it actually have a better degree between graduation? that is much harder to find. That said I seem to have a better range of graduation than I can see on that gif above re: the Spitfire. In my Spit, hovering over the illumination rheostat and using the mouse wheel; I wheel down to flick it off completely and with one click up I get a faint gunsight that doesn't overpower me in lower light conditions.
  12. Make a habit of advancing RPM before you move boost forward so you aren't killing your engine, you will see your temps and pressure shoot right up and then the catastrophic failure will occur otherwise. It helps to make sure that you also have the engine warmed up a little before take-off (if you are doing cold starts), 3000RPM is strictly reserved for emergency power in combat (and take off) and I wouldn't push a boost past 14 except in dire circumstances and you will want to throttle it back ASAP. Combat at 2850 with 12 boost is more than feasible for most parts, if you go more, just watch your temps. Normal flight - fuel conservation you can sit at 2200 RPM and 2 boost, combat cruising, 2650 and 6 boost you can sit there all day (Spitfire all day that is lol). Take off is 3000 RPM and 6-8 boost for me (more if carrying bombs).
  13. If you hit Ctrl-Alt-Del and access the task manager does it show any instances of DCS running? If so terminate them with End Task. Open Beta is no longer a thing as well so you may possibly need to force a manual update with the updater in the DCS main folder as the two branches; Open Beta and Release have merged.
  14. The AI is rather terrible in DCS, it is improved over what it used to be ( I started playing in 2013 or so with the A-10), but it is still quite lacking. The Kurfurst is a UFO in the hands of the AI, seemingly non-stop MW-50 use and climbing for eternity. The Anton seems to be less affected and the Dora sits in between in terms of AI use. All the AI seems to be defeated by sustained turn fights, in the Spitfire if I just sit behind them and turn and turn, eventually they just level and fly straight - though this doesn't always occur. In the after action information you often see it as AI Abort and if you follow that entity's actions you see it has no hits/damage.. To fly these things, the Kurfurst isn't particular UFO like, neither is the Dora. I don't have the Anton so cannot comment on that. The Spit and the Stang also seem pretty good and don't offer the player the UFO experience. The Mosquito though has some issues it seems, some inconsistency in it's low speed flight parameters maybe - I find I can turn it very quickly, at very low speed, without being overly concerned about altitude. Of all the modules I fly, that seems the most UFO like. Perhaps it is similar to it's real life function, but I'm not convinced. ED don't seem to be particularly focused on WW2 stuff for quite a while now, but I think an AI fix in general assists all the modules. There are some amazing campaigns out there, ones like Reflected's are fantastic, but they are still at the mercy of DCS AI at times.
  15. If you navigate to the module manager, ignore the tickbox pop up menu, click on terrains and find Normandy 2.0 does it offer the Install option? Sometimes the tick box section doesn't seem to update for a little bit. Also DCS had a patch today, have you upgraded the base install yet?
  16. I'm by no means an expert, but it is what works for me. It's by no means the only way or even the "right" way to do it. The Merlin engine performs really well at high altitudes in comparison to most other engines in other fighters, but I personally find it more beneficial to fight down lower to reduce FW190 and Bf-109k boom and zoom tactics upon me and to be at an altitude where that if i apply emergency power I get a better response to it. It also prevents me from nosing straight over in reaction and pulling negative G and damaging/destroying the Spits merlin. Scissor maneuvers are very effective in the spit and I tend to scissor, slow them down and just simply out turn them pretty rapidly. If I can get them to overfly in the scissors and then i'm suddenly above them, if they try to dive - usually there isn't a great deal of altitude left for them to gain much energy and I can just sit above them and wait for them to inevitably ascend up and directly into my sights - or they try and break and I can just turn inside them.
  17. Same thing occurring in 2024, not sure what is going on with this specific mission, it just locks you out and it is unable to be played it simply freezes immediately upon loading. If you skip this Mission and play start Mission 3, Mission 3 runs absolutely fine, no issues. No errors seem to occur on loading and mission, starting Mission 3 then reverting back to 2 gets the same result - complete freeze on mission start in Mission 2. Unable to attach a track as it simply freezes and you have to alt-tab out and close DCS externally - which brings up the prompt box from DCS to select Yes or No.
  18. It looks incredible, jaw dropping in fact. I thought you guys topped it with the F-14 - which is my favourite flight sim module ever and now I'm going to have to fork out to buy this as well. It looks amazing graphically, Jester 2.0 is sounding great and I'm loving all the attention to detail - which has always been a Heatblur thing. The only problem is where I'm going to find time to play all these modules lol. Edit: I will add, I love damage modelling and having to deal with emergencies and system failures on top of having to execute the mission so more system modelling and finesse is a very welcome feature. Also the crew chief sounds great, it's the level of interaction within the Heatblur modules which make them more engaging, it's more of an experience overall.
  19. The default Spitfire view is quite claustrophobic and it is annoying that you have to try and hold enemy aircraft under your nose if you are above them and try to "feel" in your attack. I'm not sure if you can position yourself higher in the cockpit to alleviate that in this module. I'm not sure you can snapview your way out of the default view limitations but I think you can raise your head position with it. There is view.lua file found under each aircraft folder that can be edited to achieve this sort of thing though, BUT, it automatically blocks you from online play though so you can't have superhuman spotting capabilities/advantage over other players. There are also reports that it removes the module and prevents offline play until rectified. I have never tried it so it is anecdotal evidence that I relay. If you were to try it, I would save a copy of the view.lua file before editing. You can try to alter a Snapview much more to your liking by following the info from this old post by Rudel_chw for custom snapview changes in the game.
  20. On the Spitfires performance charts you will see that engine power and aircraft drag meet each other at around 21000 ft, it's the sweet spot for both. The supercharger is less effective over this altitude due to oxygenation and you will not be able to achieve max boost. Conversely there is less drag though and you can achieve higher top speeds. Under 21000ft you will have more power but less top speed (more engine power, but more drag). One thing to consider is that you will also be needing increasingly higher RPM the higher you go in altitude to help maintain speed. If you are worried about fuel, it's a consideration to make. Offensively, I think it's less altitude and much more positioning, get into the sun, or/get in their blind spots and you will get a "free" first pass at them. If I had to pick an altitude it's under 21000 ft and to be honest I find myself frequently sitting around 12 - 16000ft offensively and getting people into turn fights, getting down towards the ground most times. It removes their boom and zoom opportunities and drags them into the fight I want, I'm happy to ride near stall speeds and out-turn them. Diving from a higher altitude out of the sun works well, but in the spit you have to be careful you don't do a negative G dive and kill your engine in the process, also you have to be aware of the control surfaces stiffening as your speed builds. Descending on them like a lightning bolt is great fun, not so fun when you do the full lightning bolt and ground yourself lol. You can also be a quite a low altitude and sit under an aircraft undetected and score a kill that way as well - much more methodical and a more patient approach. Defensively, I like a higher altitude 18000 + to allow the altitude to energy conversion for quick escapes If i can't drag them into a turn fight. Often when up higher you can also deceptively scissor, defend them and generally evade without trying to get behind them too much - you don't want them to break and disengage to regain altitude, you want them fixated so either someone else can get behind them or they suddenly realise they have no altitude and have to get into a turn fight, or engage their MW-50 and stress their engine trying to disengage from you. For what it's worth, i'm not some multiplayer ace or champion, it's just what works for me in the Spit.
  21. Much like already mentioned by the gents above, I generally sit at 2800 RPM and approximately +12lb of boost in combat. Now if it gets wild quick and I need energy, I will push RPM to 3000 and boost up to +16lb. I find that all i need to do is trade some altitude for speed initially at those combat power settings (3000 and 16lb) and I very quickly the energy I need to quickly create separation and then re-engage on better terms. I made the mistake of when I was first flying the Spit to push to combat power and dive then wonder why I couldn't pull it up easy. Generally I will only need to sit at those settings for a short period of time - perhaps a minute or two and I always find myself pulling the throttle back to +12lbs in combat, but keeping the RPM advanced at 3000 until I am sure I am clear and I wind it back to the 2800 range and boost of +8 to +12lbs. Watching the oil and radiator temp gauges give you a great idea of where you are sitting in your use of power and how hard you are pushing it and when you need to wind it back. It can be easy to forget about or not have time to look at in combat For me, playing the various campaigns like The Big Show where you have lots of channel crossing I conserve the engine/fuel wherever you can - 2000 RPM at +2lb boost is great for conserving fuel and will keep you at roughly 210 - 220 mph or so - but you can't climb with that power. I Climb at 2800 RPM and 12lbs of boost, particularly in that campaign where you go to some of the higher altitudes. I Combat Cruise at 2650 and +4 to +6lbs of boost, which works well for keeping energy up in enemy areas. Combat: 3000 RPM and +8 - 16lbs depending on what I need at that moment.
  22. I understand that you have probably completed this campaign now or already figured the scoring system out. I just started playing this campaign today after getting back into the Spitfire. I believe it is an intentional design choice for this particular campaign. It states in the documents re: the campaign found in the mods/campaign folder of your install - that it will give you a pass for being airborne for more than 10 minutes. Pertinent statement from the campaign pdf: So I presume it just grants you the 100 as that is the trigger in DCS generally for a successfully completed mission.
  23. This was my jam on my old C64 back in the day! The C64 version didn't have any TARPS missions but occasionally it would bug and display all the patches/medals - and TARPS would show up on that. A mate of mine had it on PC and said it had TARPS missions, always wanted to be able to do that. Also looking at that F-14 splash by Dynamix (i think they were the devs) I can still hear "Bogies at 6 o'clock! lets rock and roll!" Pretty sure that game was the reason for my F14 love lol.
  24. No this error occurs for me as well, so you aren't the only one. What i do as a work around is launch myself, then switch via F2 to my co-pilot view then R-Alt + J to take over, launch and then flick back over to my Cat and then order him into a specific formation. If i don't order a specific formation he often just engage burner until he runs out of fuel and then ejects.
  25. Seeing the Sparrowhawk HUD would be great! but i have kind of gotten used to watching my wing sweep in the mirrors and quick eyeballing the inconveniently located (for a sim) gauge in the cockpit. The feedback from Jester is useful as well in engagements and keeps it more period correct.
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