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Everything posted by Grundar
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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.
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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.
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DCS: F-4E Phantom II - Episode I - Introduction
Grundar replied to IronMike's topic in DCS: F-4E Phantom
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. -
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.
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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.
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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.
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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.
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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.
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AI Wingman in F14A does not take off from Forrestal Carrier
Grundar replied to DST's topic in Bugs and Problems
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. -
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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In terms, of the bucket of bolts made of lead, yeah it sure can be. It takes a fair amount of work, and study, when you first start to get the F-14 to fly how you want it to. Compared to succeeding aircraft with a FBW system, it is certainly a big difference in how "easy' it is to fly, let alone how to get high performance out of it. It is challenging to start with, not just with the flying only aspect but the systems management and all the nuances of the aircraft. Believe me, there were many times where the only ordinance on my F-14 seemed to be F-Bombs, but once you "got" some aspect of the aircraft, other aspects would start to slide in to place as well and the puzzle made more sense. Now it isn't some sort of abstract aircraft that is impossible to fly, far from it, but in comparison to most other modules it does make you work to fly it. This is my favourite module by a massive margin, the Viggen isn't far off either for similar reasons.
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It will be interesting to see the final product. With the hands on experience of True Grits air and ground crew fueling the data, it evokes a good deal of excitement about the possibilities. With the development expertise of Heatblur to bring it together, it simply seems like a recipe for an amazing module. The Viggen and the F-14 are simply incredible, I love both those modules so much and they reflect the dedication and skill of Heatblur to bring a subject to life. Hell, the F-14 isn't just a flight module, it is a flight experience - it isn't a simple isolated aircraft, it is a snapshot of an era, of a way of military aviation. I guess ultimately legal restrictions on data shared, and what is allowed to be modeled for the Tiffy will determine how "legitimate to life' the module is. I imagine it will generate much debate. I very much look forward to seeing the end result of the Tiffy and it will be a fine addition to my stable of aircraft that I so enjoy.
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Do we know if the tank supply drains both wing tanks simultaneously or does it drain first one and then another? Could that be giving us the slight roll drift?
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In one of the two tutorials at the moment it asks you to apply the brakes and to advance the throttle to 90% and check for function on the corresponding panels. I cannot get the brakes to hold for it at that level of power as requested by the tutorial so i just pressed space-bar to continue.
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You need to press S to unlock the nose wheel and then you can steer via rudder inputs. I have to trim fairly frequently atm in flight, it's not to bad though
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[CORRECT AS IS] Control surface is sluggish
Grundar replied to dg6546's topic in Controller Questions and Bugs
The control surfaces do seem a little sluggish, particularly in roll and i find that i am throwing in more rudder than i expected would be required to get more "snappy" rolls - given the F-16 always been touted as having wonderful maneuverability. That said I do my first test on any new aircraft and hooned it down canyons and valleys. Maybe I've gotten too used to the F-14's inputs where what you do to the stick is what you do to the aircraft with no computer to say no. Edit: I will add, using an X55 Rhino no alterations to any curves or deadzones yet. -
moving your stick to the right or keeping in the middle
Grundar replied to jason_peters's topic in DCS: F-16C Viper
I've just realised that I rarely fly with a central stick location, I mean it's completely obvious to look at it, but mine has always been on the right side. I always used to think it was weird having a stick on the right side in the F16 lol -
Ouch $124 AUD. That said, very much looking forward to flying the viper, always loved this aircraft. As for FM performance and what not, there are simply things they cannot put into the game due to contractual obligations. While I'm sure there are many foreign intelligence agencies who would love to spend $100 and get the super accurate low down on the tech and train all their pilots up against it, it's not happening. Didn't Wags used to work for the CIA? I'm pretty sure he knows the value of information, and something seemingly minor can have big consequences.
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[DCS BUG] Sliding & Crashing In Multiplayer Multicrew
Grundar replied to VAF [136] Striker's topic in Bugs and Problems
That would probably make sense. Because of the varying degrees of player latency, maybe having the seat 'flagged' as being able to be occupied causes it to suffer from the varying latency of those connected who 'could' access the seat, just in case someone wants to jump in. Maybe it's possible to have it act as a single occupant entity only until someone does enter the RIO position? -
This x1000. My FFB2 was stolen and I have missed it from the day it was taken. They sometimes pop up on eBay but for such an old peripheral you never quite know if it is going to function well. Mine was in pristine condition having purchased it from new back in 2000, i think it was. Would love a new flight force feedback joystick, one for today's level of flight sims.
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Genuinely had a good laugh, because it's true :joystick: I loved Vic205's guides they were fantastic and insightful. I'm guessing that with ED stamping down on the dissemination of sensitive information that guides such as this could be construed as being too borderline. Now Vic's guides didn't seem to be inn breech of this but I guess that with recent trouble for ED in this department it's better to be 100% sure rather than be caught out on a technicality. Of course it could be, and probably is, for a myriad of other reasons he chose to take them down himself. He authored them and if he didn't like the way the information was being used has every right to remove them.
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Like the F-14 this looks like it's going to be a real joy to experience. Loved the old Falcon games it's exciting to see a DCS level version now.
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I didn't order a T-shirt this time around as I ordered one with the Viggen (my F-14 anytime baby shirt which I love). Have you guys ever thought of putting your designs on Redbubble or some such site to sell your shirts? Not sure how prohibitive their slice of the pie is though.
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*snip snip* ?? Seems a little pricey for some cheap rudder pedals :lol: Seriously I need rudder pedals and these look like the best option for my under desk space and price point.