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Hubert Bigglesworth

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Everything posted by Hubert Bigglesworth

  1. Been flying the sabre a long time now and i like it. When it first came out it was horrible (for me) virtually no rudder, stalled very easily, hard to maintain energy, wrong guns (M2 instead of M3) lots of bugs and inaccuracies. But now its a delight to fly, great visability, good cockpit lay out and systems, fast, stable, long range, good (if not complete) range of bombs rockets etc. But the guns and sight really loose it down as 71st Rob says the projectiles are always below the sight line and dropping, the projectiles should intersect the sight line at the computed range, but they are always below. Gun over heat is crazy completely over done. So for me the saber is great to fly but not so good for fighting because of the sight/guns (and limited damage model) But the good news is its easily changed for offline and online too on servers not running the integrity check. For anyone interested in trying :- Back up your F86.lua original and keep safe. Now modify a version of the f86.lua with the following. open f86.lua and scroll down to shot_heat = 7.823 and change to shot_heat = 5.823 barrel_k = 0.462 * 2.7 and change to barrel_k = 0.462 * 5.7 scroll down to the guns section and find elevation_initial = 0.0 and change to elevation_initial = 0.5 (play about with this figure 0.5 0.6 and 0.7 all work well just test and find what works best for you) Remember to change all 6 guns. save and test. The above works perfectly for me from 600ft all the way out to 2000ft, low to high angle off, just exercise good pipper control and allow the settling time of the sight. Migs (ai) still take a lot of hits to down but at least you can hit them (simple damage model) I ignore my tracers (or remove them by modding the mixes in this file 1 is AP--- 2 is APIT) and just trust the sight, but you need to just concentrate on the target and sight reticule so a good wingman is very useful. Hope this helps.
  2. Yes what ART-J wrote. manual ranging to max on the throttle twist grip, then radar ranging will work.
  3. Hi Same problem here since 1.5.4 update 1. 1.5.4 gave a similar problem the camera seemed to move too far when looking up or down. But 1.5.4 ud1 camera moves too far then does a flip when looking up or down, left and right are fine. Anyone have any ideas how to fix? Many Thanks S!
  4. Hi Gav. I've never had any luck with the gun sight in F86, its always under leading targets, even from dead level 6 shots go low, really needs fixing. And the mech cage sight is miles off, sight is always pointing well above bullet stream.
  5. Yes the problem is the sight doesnt look/point down enough, the sight line is always above the projectiles. When using the mech cage 600ft i would expect to see the tracers pass through the center dot of the reticle (going up) fly some distance and then pass through it again (coming down) but the tracers are always below the sight line. Does anyone have the correct dimensions in the vertical for the distance between the center of the gun sight and the muzzles of the guns ? if so it would be easy to work all this out, either just bore sight, and or actual trajectories using a .50cal elevation chart for bullet drop. I've worked this out in the past, just scaling the f86 model in game to get the vertical offset between the guns and gun sight and worked out on this info, the sight needs to look down 20+MOA more iirc. But with the actual dimensions this could be worked out accurately. Good post Rob. Make a copy of your lua file and change the elevation azimuths from 0 to 0.333 (degrees i think) and see the difference, i know elevating the guns is incorrect, but i cant find the file to depress the gun sight. Only works offline. Hoping this gets sorted, over heat too.
  6. Yes as the guns over heat (too quickly) the dispersion grows to insane levels and the velocity drops right off, this makes the gun sight totally usless even at very short ranges. As the sight isnt quite estimating lead correctly with a cool barrel its off by a huge amount with a hot barrel. The guns, ammo and sight in the F86 needs some serious work, to bring the gunnery up to realistic levels.
  7. Realism is what we should strive for. I dont want it tweaking a bit because i find it frustrating, i'd like the guns and cannon to perform as IRL . Infomation to support this level and speed of heating? and or dispersion?, non cooling? etc what ever the cause will not exist to support exactly what we see at present in the sim. Gun barrels do get hot, shot groups/dispersion can widen, barrel harmonics will change, but the net effects IRL will not be what we have at present in the sim. if they were every gun barrel IRL would be wrecked after a few bursts. Think its already been confirmed for the P51.? Again no offense, just constructive critisism, for realisms sake.
  8. The heat effects are totally over done. The shot heat of 7.823Kj is the same for the P51's ANM2 .50"cal Brownings, the ANM3'S in the F86 (but these two would be similar since they use the same ammunition types) But its also the same for the Mig 15 for both the 23mm and the 37mm, seems very strange and incorrect. Also the barrel and body (receiver) mass for heat absorption is the same in game lua files for the Migs 23mm and 37mm cannons and the F86's ANM3 .50"cal guns. These all use 2.7 (kg) for the barrel and 14.3 (kg) for the body, these figures are IRL incorrect. P51 body and barrel weights are different but also IRL incorrect. IRL the barrels on these guns will last may sorties and many 1000's of rounds when used correctly, lesser numbers of rounds when used incorrectly. But in game you can kill the guns/cannons and get massive dispersion with just a few bursts, a big shame for a sim of this quality and attention to detail. The guns heat but never really cool properly, this needs to be addressed as well as several other aspects of the gunnery (correct ammo types, damage modeling, sights, heating, cooling, freezing, stoppages, harmonization ranges etc) of these older type planes where the gun/cannon is the primary armament. Devs and mods, please dont take this as an attack on your fine product, but purely as constructive critisism and to bring gunnery up to as realisic level as possible.
  9. I'm running the latest 1.5.3 and my knee board is still working ok. maybe your key inputs for turning the pages got messed up?
  10. Looking at the F86.lua file shows some strange figures. The ANM3 guns show barrel weight as 1.3 (KG?) way way too low and body (receiver?) weight as 0.7 (KG?) again way way too low, the total real gun weight is 61Lbs or 28KG approx, in game it weighs 2 KG? total. Could this be responsible for the crazy level of overheating/dispersion i'm seeing? If the barrels got this hot a stoppage would occur long before the barrel was shot out to produce this kind of dispersion. This change happened a couple of updates ago. The old numbers were barrel 2.7, body 14.3 .(Still way to light IRL if these numbers = KG's) Also the shot heat is different to that of the .50 cals in the P51.
  11. For anyone struggling with the guns mode gyro sight providing correct lead. Now the rocket sight has a fully working gyro, set the sight to rocket mode and the depression angle to 8-10mils (easily set if using the knee board) and use this for air to air guns, just play with the depression angle to find the sweet spot for you. Works well and helps to show up the amount of inaccuracy in the guns mode sight gyro.
  12. Ok thanks. I was using as before and not having the arrow on the switch in game confused me. Thanks for the reply.
  13. Hi. I just updated to 1.5.3 update 2? and the control panel for the radio compass (sorry forgot the correct name) now has a bug. If i move the rotary switch to select a frequency band say 200-410, the dial jumps to 850. i can move the dial to the correct band by picking the different bands using the rotary switch, it just that the rotary isnt selecting the correct frequency band.
  14. Hi. Same here too. Turn the brightness to max and switch on the secondary element/filament (i forget what its called) theres a key binding for it and if you want to mouse click it, its behind the stick near the floor. will really help you to see the sight. Hope this helps.
  15. Hi. I updated to 1.5.3 recently and when fighting in the F86 instantly noticed what i assume to be gun over heating. Even firing my regular short bursts either on migs or ground targets i see my shot pattern/dispersion really open up to quite large and unrealistic levels, and when i say short bursts i mean 2-3 half to 1 second bursts, however unlike the P51 if you fly around a bit the guns do cool down and the dispersion shrinks back down again. Anyone else notice this? The F86 really needs some love from the devs in terms of guns and gunsight, and the overheat seem over done to me, but the plane itself is now a joy to fly after recent improvements. Also for anyone who thinks the sight brightness is now to low and has problems seeing it:- turn the brightness to max and turn on the secondary element, theres a key binding in the controls, but if you want to mouse click its behind the stick near the floor. Devs please look at the sights too, the mech cage sight needs depressing approx 6mils and 8-10mils for the gyro sight.
  16. Yes same here. Offline i get a 80-90% miss rate, even from six on a not maneuvering target with a slight look up and the sun behind me, 1-2 G's, no clouds, good lock tone and the missile comes off the rail flies straight, goes past the Mig and disappears into the distance. I try to fire from at least 2000-3000ft range to give the missile time to track/adjust its flight path, but the results are very poor. I understand these are very early missiles with a high fail rate, but even under near perfect test conditions the miss rate is high. Maybe the Ai chops his throttle and reduces his IR, not sure. The 2 missiles really kill your speed too, a lot more than 4 drop tanks, 16 rockets or 2 bombs etc which are a lot heavier and cause more drag, This also seems strange. The F86 is a real nice plane to fly and hopefully all the bugs and missing features will get sorted.
  17. Its a safety feature of the sight. If you get too close the radar looses lock and the gun sight jumps back out to max range, so your reticle gets smaller and if your in a turn or pulling G the reticle movement is amplified due to the now increased range the sight and radar has assumed, so the piper usually drops to or off the bottom of the sight glass. I have the mech cage button mapped on my joystick so i can press it quickly if i get too close and get some shots in. The F86 seems too fast when i want to go slow and too slow when i want to go fast lol. But i just need to think a lot in advance and use the throttle and speed brakes a lot to prevent passing min range. I also find the lack of rudder causes too much time to be wasted saddling/lining up for the shot so its easy to pass through min range or over shoot completely. No problems lining up in the Mig the rudder works very well. S!! Hub.
  18. Hi. I get this bug online and off line too. Example:- I close on a target (Mig) thats within the radar sweep range, the radar fails to detect the target, radar red light stays off. I close on the target, still radar wont detect target. I hit min range for radar, the radar wakes up and the red light comes on for a split second and then the light goes off and radar looses lock on the target as i am now below the min range. So i break off and reposition for another attack and the radar works perfectly at any range within the sweep range of the radar. This happens to me on about 25% of the targets i engage. Its like the radar cant see certain planes until min range, then it wakes up and all is fine. To test this i built a simple mission ( icons on for checking the range) with 4 blue Migs flying straight and level line abreast at 15000ft, I start a Mile or so behind in a blue F86, I close on the Migs to within the sweep range of the radar, I place the piper over the first target and the radar locks and the red light comes on. I move to the next Mig and so on, but there is always one Mig that the radar wont lock on till min range, and if i run the mission over its not always the same Mig. Its as though there is one Mig the radar cant or wont see till min range, then if i break away and come back the radar will lock it no problem from any range within the radar sweep, but it has to see it once at min range for it to become visable to the radar. I've tried different angles of approach, setting the sweep knob at different positions, pressing the target selector switch, rotating the sweep knob all the way to min/off then back up again, turning the radar and guns off and on (center console), but still get the same results, for some reason the radar occasionally wont see a certain plane till it hits min range at least once. Has anyone else had this problem? Its also quite annoying to have the radar loose lock just as your about to press the trigger, seems to be about 600ft, but some documents state 450ft and others 600ft so i'm not sure which is correct. I've read posts on this forum where people are saying they place the piper on target, track for 1-2 sec and fire and hit, I always find i have to give a slight lead to the target otherwise the shots just pass behind his tail. i tested this with a friend online and he flew a constant turn and i sat behind him 1000-1500ft perfect tracking, my piper sat on his plane for several seconds but the bullets always passed just behind his tail, but if i place his nose just on the diamonds, the piper out in front of him, hits every time. Again not a complaint just an observation from me. I really enjoy flying the F86 but the guns/ammo and sight needs a little love from the dev's. S!! Hub.
  19. Hi. I looked at the P51 guns a while back and using the gun positions and angles in the lua file, i worked out the current convergence in the horizontal as:- inner pair 1007ft, mid pair 1466ft and outer pair as 1337ft. I've looked in all my books and all over the web but i cant find a chart that ties up with the current pattern. The current in game convergence works ok, but not as good as a custom point convergence, for me anyway. S! Hub.
  20. Hi. I don't know if anyone else has noticed this, if its a bug, or its by design, or if the real F86 was set up this way. In DCS in the F86 flying straight and level at 1G when the A4 gun sight is mechanically caged if i fire my guns i see the tracers pass approximately 8-10 mils below the center dot of the reticle. As i understand it when the sight is mechanically caged it ranges the sight down to 600ft as shown by the range dial, so the reticle should be depressed to cross the paths of the projectiles at at this range 600ft. So when looking through the sight you would see the tracers coming up to the center dot, pass through it, above it and then fall away at longer ranges. As i see it the sight reticle is set too high and the tracers never come up to the center dot and are always below. I have noticed a similar problem with the Gyro/radar gun sight too. For example if i fly 300-400 yards behind a Mig (a simple mission i made to test this) either matching his speed or with some closure, if i put the center dot on his tail pipe and fire i always see my tracers pass a couple of feet below him and observe no impacts, if i place my center dot on the top of his rudder/elevator and fire i see my tracers hit just above his tail pipe and observe impacts/hit flashes. again its as through the reticle is set too high in this case by 3-4 mils approximately. The results are the same if i electrically cage the sight. If in the above test i switch to the rocket sight with 0 mils depression and place the center dot on the Migs tail pipe i see my tracers hitting in this area and observe impacts/hit flashes. This is also what i use when shooting ground targets as using the mech cage sight (as per quick manual instructions) causes the rounds to strike the ground in front of the target and obscures it with dust etc and is very wasteful of ammunition, but using the rocket sight at 0 mils depression (or maybe 2-3mils if you prefer to shoot from a bit further out) is very accurate for GA. Like i say i'm not sure if this is a bug or if its intended to be this way or if its how real F86 had its A4 and guns set up. If anyone could comment or advise on this i would be grateful or if BST are aware if its a bug or a feature? Many thanks Hub S!
  21. Hi. Could i get the link too please. Many Thanks Hub.
  22. Hi. Yes aircraft_guns.lua. This contains the info for the shot heat, barrel/body weight, ammunition quantity, muzzle positions, and the directions where the muzzles are pointing, (azimuth_initial=left and right ie in the horizontal and elevation_initial= up and down ie in the vertical) This is the file i altered to test different point convergances after backing up my original. Its quite simple to work out for a point convergance in the horizontal, as the sight line, gun bore line and distance between the gun muzzle and the sight (in the horizontal) form a 90deg triangle. Although i did notice theres a slight difference between the gun muzzle positions in the lua file and the gun positions given in the original harmonization charts, but the distance is very small. aircraft_gun_mounts.lua This contains the info for gun recoil, belt/ammunition mixes and rates of fire for the guns. shell_table.lua contains the info and attributes for the 2 types of ammunition in your belts which are :- m2_50_aero_ap and m20_50_aero_apit. (scroll down till you find them) Here is were you can turn off your tracer if you wish, or change the burn time or ignition point, smoke tails etc. Just make sure you backup these 3 files before making any changes as you will need them to revert the game to original so you can go online. Its easy enough just to swap the files in and out for online or off line play. If you need any help get in touch. i've added my 1000ft 6 gun point convergance, if you would like to try or look at for comparison. But backup your original first. Hub. aircraft_guns.zip
  23. Hi all. Firstly this is not a critisism of dcs P51, ED Devs or any forum user, just a few observations of my own and questions about the topic of gunnery concerning the P51 and my own thoughts on this subject. The actual Horizontal convergance setting in game for the P51 are:- Inner guns 1007.814ft or 335.93 yards Middle guns 1466.339ft or 488.77 yards Outer guns 1337.86ft or 445.95 yards The above was worked out using the info in the .lua files for gun muzzle positions and azimuths. I worked out the above, if i have made an error i apologise lol. So the above will give a pattern to cover targets over a wide range of engagement distances and also give more chances of hits with a less than perfect aim, this will benefit average and good shooters a like, but at the cost of bullet density on target and less lethality of your bursts. If the sim moddels bullet/gun despersion correctly, which are based on a 4 MIL Disperion cone in the original P51-D Harmonization charts, this will give a 4ft diameter cone of fire at 1000ft, so this gives some allowance in your aim, So to have 6 guns for example with a point convergance at 1000ft and fire a 1 second burst will place 80 projectiles within or very close to a 4ft diameter circle at this range and a good shot density. At shorter ranges the cones from individual guns will still be converging and dispersion will be smaller, so each cone will have a more density but the cones will be spread out. At longer ranges the cones from individual guns will be diverging but dispersion increasing so still giving good coverage but a lower shot density overall. So the point convergance delivers a very dense and destructive pattern from 6 guns only at or near to the point range. The "Optimised pattern will only really place 2 guns overlapping within this circle at this range with the other 4 guns overlapping slightly to the left and right. The current pattern if i have understood other threads correctly is the "Optimised pattern for the K14" and is good overall setting for the guns but must fail to give really dense shot patterns at any range, but it is less sensitive to range. I find it works ok online and offline, but combat styles and shooting range varies from pilot to pilot, so i played with my files and tried different Horizontal convergance settings (offline) wont work online unless you have a mods on server. I set the vertical (elevation)convergance too so projectiles will cross the sight line at the convergance range. But lets just concentrate on the horizontal for now. 600ft Too short for me but did give excellent results at or near to convergange range and a good solid burst kills much more effectively than the current "Optimised pattern". Works well with K14. 1000ft This works best for me. A good short burst kills or cripples EA no problem, works well with K14. Good for ground attack as well. Less range sensitive than the 600ft convergance, works well + or - 150ft of the convergance point and its not that bad past these points either. More effective than the current "Optimised pattern" 1500ft Too long for me. Might be ok for bashing bombers or ground attack, But not good as you get closer in. At this range gun dispersion is starting to work against you. Still worked ok with K14. Not quite as effective or flexible as current "Optimised pattern" 2000ft Way too long. Tried for comparison only. Not as effective as current "Optimised pattern" I also copied a P51-D Harminization chart that uses a smaller pattern than the one currently in game and this was more effective too (than current), worked well with K14 and gave good results on target. I've added as an attachment at the bottom. I also tried the 600ft and 1000ft point convergance using only 4 guns (inner and outer by altering lua file and removing the ammunition for the middle guns) and with only 4 guns it was more effective than the current "Optimised pattern" using 6 guns. It would be good to have some presets for convergance in game (i know not totally historic but neither is turn fighting on deck with 10% fuel but people do it) say 5 presets for example 750ft, 1000ft, 1500ft, small pattern and current "Optimised pattern". I understand the devs time is in short supply, but it would be a good feature to some. Whilst looking in the lua files i noticed some figures in there that seemed strange to me, and if anyone can explain them i would be greatful. Gun weights. barrel 6 (i presume KG), body 32 (again i presume KG) this gives a total individual gun weight of 38 (KG?) This is the weight of an M2HB an AN/M2 aircraft gun weighs around 27KG so each gun is 11KG Heavier in game? +66KG Overall for 6 guns? Ammunition quantity. On pg 50-51 of the manual it says 400 rds for the 2 inner guns and 270 for the 4 outer guns. But in the lua file for the guns the inner guns carry 500 rds per gun, 100rds too many per gun, 200rds overall too much ammunition thats approx +27KG of ammunition and links? too much? Shot heat. 7.823Kj. I have no idea how accurate this is, but the guns even when used very carefully seem to heat up but not cool down, and as i've seen in other threads others have noticed this too. I tried changing it to 5.825Kj just for comparison and the gun over heat is managable, but i have no idea what the real figure should be. There are probably reasons for the above points, if anyone can help please get in touch. And lastly i would love it if i could choose whether i carry tracers in my guns or not, and not too un historical as i've seen pilot quotes that talk about not using them, theres a very good quote from a US p51? ( i cant remember the Gentlemans name) pilot talking about removing the tracers from their belts, its in Shaws book. I'll look for it and add it. I can remove tracers by altering the lua files but again only for offline practice, would be nice to loose them online too. The above are just my thoughts on the subject and i understand Dev time is short. Thanks for reading. S! Hub.
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