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Everything posted by Dolphin887
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RShift + G - unlock the lever (usually once in a mission) G - raise the gears LCtrl + G - center gears lever (to prevent compressed air leaking) LShift + G - extract the gears
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No Yoyo, unfortunately... Four of us were stretching all over the place to get it prepared as much as possible. With no resources we could not afford additional personnel to take care of the voicing the missions and campaign. Now that would be really cool...
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Guys, 21 has lot of custom commands (overall around 420 IIRC). Use LAlt + LShift + C to use the mouse for cockpit view. You can remap any of command the usual way, if you wish.
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Hello Roger :smilewink:
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If you broke the 600km/h IAS before you tried to raise the gear, gears will "brake" (no more movements). Raise them below 600km/h. Same goes for extraction. Training missions are nice, you might want to try few.
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Guys, whenever your payload disappears from some pylon, it means: you are trying to load conflicting payload. So ME will erase some of it, to keep the aircraft within defined payload. EDITED: this is wrong [For example, you can't have 800 lit fuel tank + 2 x 490 lit, but you can have 3 x 490 lit.] but truth is it is currently disabled... It will be available in one of next patches. Apologies - exhaustion is extreme. Same goes with SPS + ASO -> because SPS already contains ASO...
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Backers, as we promised so many times - we did not forget you. No matter to who your money went to, Leatherneck will provide what you have been promised to receive - your copy of 21. You will receive your key/s on your e-mail once or before the module is available for download (18.09.).
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Guys, the manual will most likely be publicly available in next 48 hours. (note "most likely") This is because we have been extremely busy with Eagle testers (not much time left for the manual polishing), working together to nail down as many bugs as we could find. Since 21 is pretty much custom aircraft, both Eagle and us had to work closely together to adjust both the aircraft and DCS engine/environment to this peculiar bird.
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I was referring to human aircraft missiles, not AD missile systems. Nevertheless, since all weapon systems use same code base definitions, they should all have degraded performances when it comes to acquiring piston engine or turbo-prop thermal output. Turbo props don't have large thermal output. Jet engine (actually "a turbine") is usually small, and its power output is not used to accelerate the air stream (transforming it to a jet stream) but to rotate the propeller which generates much larger thrust than that particular jet engine would generate. Small hot stream coming out of the small jet engine ("turbine") is quickly dissipated in the propeller air-stream and aircraft turbulence stream, and quickly cooled in cold atmosphere (in ISA, 0C is somewhere at 2500m ASL). Now imagine such aircraft flying at 4000m (~ -10C). Google some schematics and some images of a turbo-prop.
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For a gunfight you need to strip the aircraft (all) from any missiles. They should have CAP or similar fighter/interceptor task selected from the task drop down menu. IR missiles don't know the aspect. They only know if the thermal contrast exist or no. In real life you can shoot any IR guided missile to the Sun. You can shoot a missile to an aircraft with hot airframe even if the engine thermal output is very low. You can even shoot IR missiles on a ground targets with enough thermal contrast. For some tests, put e.g. MiG-29 with R-73 missiles head on against MiG-21 with some IR missiles also (note: only IR missiles, and innitial distance 7-8km / 4-5Nmi). MiG-29 should shoot firsts, clear head on, even if the MiG-21 is not on the afterburner engine setting. In following ACM, MiG-29 will shoot R-73 from all possible aspects. Run this mission several times to note diversity.
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MiG-21BIS have no time restriction on normal (1st) afterburner use. You can expect flight time on afterburner to be anything between 12-15 minutes without external fuel. If AI throttles back often (like all AI do in ACM), this time is prolonged. Damage model is WIP. It contains visual, aerodynamic and structural toughness definitions. Current model is not representing the final product.
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It should be possible for any IR A-A missile in DCS (some might have special restrictions on IR head definition). IR missiles are simply looking for a good contrast to lock on to. Multi-engined jet aircraft might have reasonably high thermal output, which might be acquired at a certain distance. Turbo-props and piston engined aircraft are - on the other side - extremely hard to lock with any IR missile in DCS (so far).
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This was a bit of a surprise to us also. But we are glad we moved a bit closer to the release. At the end, some public tests will improve implementation and keep you guys entertained a bit until we finish the job behind the curtain.
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My thoughts are similar when it comes to weapons "realism". In one of my previous post I gave a list of "activated and disabled" weapons for 21 which created a lot of a stir on the forum. I explained that disabled weapons have no satisfying implementation at the moment, hence they do not meet basic ED publishing principles - leaning toward realism. As for the nukes, I significantly improve their previous code, and they still remained below the edge of criteria. I was tempted to rule them out also, but I noticed players want them very bad, so I left them. As for the coding, we - as 3rd P developers - have access to many of game functionalities, but not all. As SDk improves, it is becoming more powerful, and things that are not possible at the moment will be possible soon. Current weapons definitions does not allow defining the weapon that have such "theater - wide" effect like nuke or thermobaric bombs. Best way to define those weapons would be through wind vectors manipulation in weapons effects calculation module (C++ base), since the primary destructive force in this case is a powerful shock wave. EMP effect could be added also following the code base extension. Since these effects are handled by the game engine, we - as 3rd P - cant control it nor modify it, Eagle can if they want. As you know, 21 is still in testing process, se we expect some feedback from testers like you: things might (and most likely will) change until release.
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"Everything" is possible with the code + visual effects. We simply have no API available at the moment. It might be on the EDGE TODO list, I don't know that however. Possible.
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O man... :lol: I guess everyone gone frenzy and the next request would be "put more plutonium in that nuke". FYI, nukes can't be properly simulated, and even if they could, it won't be fun at the end.
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Having some fun guys? :smilewink: As for the graphics or other issues - the trunk is WIP, we know those things - all will be polished, no worries.
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Compartment with alcohol bottle sits upon and bit behind the radar. Cover is aerodynamic shape. Opening allows quick access and additional alcohol bottle cooling with with cool air stream. Alcohol won't freeze at any altitude (atmosphere temperature) since it is almost clear (Google alcohol freezing point). No significant air turbulence is present. In fact, it might have some benefits to free vortexes generation helping creating the airflow with more potential energy towards the vertical tail. This is simple and effective cooling solution, typical for Soviet designs which are usually very practical and simple. Try to find some good close-up images or cutaways to see how this cover is shaped and how the fuselage near the cover opening is counter-shaped. This is important since the neighbouring surfaces "add" to each other in a complex way. Clean shapes are usually not good for the airplanes aerodynamics, except in case of sailplanes and alike plane types.
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True.
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Whole compartment is sealed inside so no air is circulating between radar/avionics cooling system and cockpit. Alcohol bottle is accessible through open part, so that technician can pour the liquid in the bottle between the flights. Your image shows unsecured and lifted cover usually seen when technicians perform detailed checks or some repairs (and ARC channels setup IIRC) inside the compartment.
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Hey HJM, thanks for the proposition. When you said "dark start up" did you mean cold start at night? If so, I don't have that one created... I might just extend the original one - the differences are small. I've already created all the missions for 21 (3 groups of training missions, quick start missions, single player missions, one multiplayer template for an online/LAN kick start, and the campaign). I must admit I was little bothered with classic super-serious approach to the interaction between the "virtual instructor" and the player, so I gave myself some freedom to make some missions relaxed and funny, without actually ruining their value. I tend to be easy when it comes to real flying, why not use the same approach in the simulation? There is a training mission with a cold start procedure; however, I did not want to bother users explaining systems connections and dependencies for every switch. Unfortunately, I did not fly A-10C start-up missions so I don't exactly know what would you like, I can just hope players will like MiG-21 missions (some won't, but that is ok). At the end, you - the players - will create your own missions, tutorials, videos, documents and other material which will surpass initial material in quality and numbers. ---------------- added 10 minutes later ----------------- I just realized I just might created an avalanche of missions/campaign related posts... PLEASE, DO NOT POST MISSIONS/CAMPAIGN RELATED THINGS IN THIS THREAD ANY FURTHER. We need this thread clean of anything that is not manual-related. Otherwise I might just get lost in piles of posts around the forum in case you actually wanted to post something related to the manual and did that in the topic other than this. Thank you.
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Absolutely. I fly in a window, with low settings. I need console open along with Visual Studio + other things. This screenshot was made when I needed some manual illustrations. Please, no more questions about the manual in this thread -> there is a Manual thread for such things. Thanks.
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See manual thread. There will be something, but not in next few days, still WIP. In the meantime, here is one short final for all: (Ignore the FPS, my PC is a dinosaur)