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Everything posted by Deano87
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Question about pitch and stick throw and elevator movement
Deano87 replied to imacken's topic in DCS: F/A-18C
The reason for the limited forward motion of the F-18 stick, is because the FBW for the F-18 is a "G demand" system and there is much less negative G available, so less stick movement is required. The reason in the sim that full down elevator happens at 50% forward IRL stick travel is to keep the G demand per inch of stick travel the same for negative and positive G. If you spread the negative stick movement out over the whole of your forward stick movement then negative G is going to be much less sensitive, this may not be desirable having a change in sensitivity as you go through neutral. -
Ok and it does it repeatably?
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Yep, it can be removed! It requires that the CFTs are in place for it to be mountable on the aircraft from what I understand so whenever you see a F-15E fly without CFTs (Air display demo flights, post maintenance test flights etc) it will also be flying without TGP/NAV pods as well.
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Runs away in which direction? Are you trimming using a trim hat on your stick? Also for what purpose are you trimming? I can’t remember the last time I trimmed the F-16 in pitch for any reason.
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X56 twist rudder tweeking back and forth
Deano87 replied to Coastiejeff's topic in Controller Questions and Bugs
First thing to suggest is confirm no other binding on rudder? Are the Axis tune setting for the twist axis set to default? -
Yeah it’s always been this way with the racks. I don’t really see why it shouldn’t work with racks but perhaps somebody knows better? @Frederf?
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Lots.. Max Mk-82 loadout is 15, or 13 if you want to take 2 bags on the wing pylons. That would also include 4 Air to air missiles of either Aim-9 or 120 flavour, Aim-7s have to go on the CFT pylons. With the extensive payload possibilities of the Mudhen it's relatively easy with the more heavy weight loadouts to get beyond max takeoff weight and have to reduce fuel to have a sensible takeoff weight and then hit the tanker post takeoff to gas up.
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Nukes wont happen. ED has made a statement that they have no plans to model nukes going forward, so the two that the Mig-21 have will remain, but there will be no new ones. The reason why we don't get the SLAM for the F-16 is because the USAF do not use it. They tested it and it's used actively by other air forces on the F-16 but since our F-16 is specifically a USAF/ANG Block 50 from 2007 and not meant to represent any of the international Block 50 aircraft it only has USAF weapons.
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AFAIK GBU-28 is happening. Not sure why it wouldn't be possible. Its a conventional weapon so shouldn't be an issue, unlike the nukes.
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Agreed, I hate to use the term but a couple of Mudhens with a few racks of SDBs would be pretty damn OP... And I have zero problem with that.
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investigating GBU-24 still drops short and TTI is still off
Deano87 replied to Furiz's topic in Bugs and Problems
What @BIGNEWYis saying is that the GBU-24 is designed to be laser guided continuously from release to impact. It has a totally different seeker to earlier Paveway units. Fire the laser the whole time during the bomb fall. It is not meant to be lased in the last 10-15 seconds like the more primitive PW1-2 series weapons. -
Of course not, try to be light on the stick, or use gravity as your friend . If you’re at the merge and going for a guns kill it will be a race to the deck anyway. Guns fights rarely ever stay at altitude as trading height for speed/energy is pretty much always needed.
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Fly to the advantages of your jet, don’t try flying it like an F-18 or F-14, it won’t work. Keep your speed above 350kn, 450 is preferred and don’t just point at the enemy and pull as hard as you can you will haemorrhage speed that way and be a sitting duck. Below 300kn the turn ability of the F-16 is greatly impacted by it AoA limitation, once you hit that it will turn like a truck. Just my 2 cents Incorrect. It changes max allowable AOA and max pitch rate as well.
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Ron also tweeted 4 images showing the AG Radar and TGP WIP. If you want to discus any of these posts please go to the discussion thread here:
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reported Caged FPM Behaves weird in crosswind.
Deano87 replied to Deano87's topic in Bugs and Problems
Great to see this topic unlocked again. I hope this means it’s being looked at and on the radar for being fixed. If you need any more tracks to replicate the issue with the current beta build please let me know. As I mentioned in a previous post in addition to the FPM not being in the correct place when drift compensated the pitch ladder should also be anchored around the FPM just like it is when not using Drift C/O. Currently when drift c/o is on the pitch ladder is anchored around the gun cross at the top of the HUD. This is incorrect. -
reported Caged FPM Behaves weird in crosswind.
Deano87 replied to Deano87's topic in Bugs and Problems
I was asked by @Wags in a YT comment to bump a previous bug report I made about the Drift C/O FPM being incorrectly modelled in crosswinds, However that post is locked so I cannot bump it. So I decided to make a new post and link to the old one. Hope this helps Matt! I've also checked and this is still an issue in the current Open Beta build. -
I have the exact same VR performance issues as @YoYo , with similar difference compared to other maps.
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You’re going to snap the gear clean off if you land it like the hornet without a flair. Yes the Mudhen gear is beefed up compared to the standard F-15, but it is still an airforce jet and not designed for a zero flair 700fpm drive into the runway like the Hornet. Aerobraking is a big part of slowing the F-15 down on landing as well.
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@Nahen There is a difference between talking about somebody’s skill set (can they pilot an aircraft) and their official aircrew title. In the F-15E there is Pilot and WSO, the WSO may well be able to pilot the aircraft but when on duty in the back of an F-15E he is the WSO and not the Pilot.
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There is much much less segregation of duties in the Strike Eagle when compared to the F-14 or even the Apache. Apart from a few switches in the back used to power on various systems both cockpits are equally capable at running the aircraft systems. The rear seat even has a set of flight controls and can fly the aircraft. It should be perfectly possible to fly the aircraft and employ all the sensors and weapon systems from the front seat without the actual need for a human WSO. Of course to be most effective a human WSO will be the way to go, with good crew coordination deciding who should manage which system/sensor or weapon system.
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Progress pictures on the Eurofighter Typhoon
Deano87 replied to DashTrueGrit's topic in DCS: Eurofighter
Sarcasm doesn’t translate well over text, specially to people where English isn’t their first language. @Hummingbird was pointing out that the docs wouldn’t be available. -
Accessibility for people who don’t have the funds or space for a better setup has to be a good thing.
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You must realise that the availability of information and feedback on how the real systems work compared to the sim will change after the module is released and a bigger number of experienced people get their hands on it. Every complex module for DCS has had functionality changes after being released, perhaps not to the same extent as the M2000, but still things have changed over the life of the modules. The F-15E will be no different. One cannot expect it to be perfect at the first attempt.
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Yes that’s correct. Technically it’s the AN/AAQ-13 Pod and it’s the right hand of the two pods carried under the Strike Eagle. It can be used in conjunction with other more modern TGPs like the LITENING or SNIPER. It provides the FLIR which can be projected up into the HUD and also the TFR. Here it is with the Sniper: