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Shadow_1stVFW

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Everything posted by Shadow_1stVFW

  1. I can reproduce the flyby effect in the F--3 view while airborne. At any altitude and airspeed, engage the autopilot with the wings level and altitude hold mode. Stabilize the airspeed then press F-3. During the flyby you'll notice a modulation in the aircraft sound as it approaches. To me it sounds like the power is being modulated up and down, though I know it's stable. Maybe a sound cone issue? I don't know. Doesn't bother me that much. But I think it's the same thing others are reporting. The sound is great though. I know it's waiting on some releases from ED for final tweeking. As is, it's a huge improvement though. Great work. Sent from my SAMSUNG-SM-T707A using Tapatalk
  2. Should work well, only thing to watch out for for longer flights is your IN drift. It can throw your ins point pretty far off. If you can see the target or know where to put the CCRP mark, it won't matter. But watch out for that. Sent from my SAMSUNG-SM-T707A using Tapatalk
  3. Depends on altitude, but roughly 0.85 Mach will give you you're highest turn rate. Sent from my SAMSUNG-SM-T707A using Tapatalk
  4. There seems to be a few fixes floating around for this. I ran a repair on DCS and mine worked. Just search for DCS repair in the start menu Sent from my SAMSUNG-SM-T707A using Tapatalk
  5. If it's before the merge you are doing the right thing. Flares and being at idle will help get the missile off you. I try to keep the bandit defensive. Shoot while you're head to head as soon as the seeker head on the magic locks and you get tone. Make him have to react, even if you don't think it'll hit, it'll make him move first. Sent from my SAMSUNG-SM-T707A using Tapatalk
  6. For an IR missile, what you're really looking to do is defeat sensor nose. As his nose starts to come to bear on you, a couple of preemptive flares in the air, as well as pulling your throttle to idle and breaking into to the bandit to collapse the distance and give you some angles back on him will help defeat the missile. Once he shoots, put out flares until the missile starts to drift aft from your point of view, while you keep pulling into him. Once the missile looks like it's started to move, it's been spooked and is going somewhere else. As for pulling your aircraft around for the fight. The Mirage likes to stay fast, you want to be around 0.85 Mach and full AB maintaining speed in your turn to get the best turn performance as a baseline. I wouldn't pull harder unless you're ready to shoot or getting shot. Sent from my SAMSUNG-SM-T707A using Tapatalk
  7. Now that you mention it, ground speed might be what it's setting. But like I said, I don't see that speed until after I am cleared for contact. I'll try moving the around some this weekend. Sent from my SAMSUNG-SM-T707A using Tapatalk
  8. Zeus said on a different forum that they know about it and will fix it. There is a built in dead zone to the TDC cursor axis I think was the dealio. But right now they are more concerned on getting all the aircraft systems simulated to behave as they should. Then they will move to the smaller fixes like our TDC cursor. In the mean time I would suggest using buttons to slew the cursor if you have a spare hat switch. Sent from my SAMSUNG-SM-T707A using Tapatalk
  9. In theory yes. Just need the laser codes to match for the GBU-12. I personally haven't gotten the AI A-10 to lase for me. But I have in multiplayer Sent from my SAMSUNG-SM-T707A using Tapatalk
  10. My guess is the FSX A2A B-17 crowd. It's actually really well done. They make a great product. Their mustang is, in my opinion better than the DCS as far as flight model goes, but no weapons soo... Sent from my SAMSUNG-SM-T707A using Tapatalk
  11. Not on my end. I'm still seeing the tankers hold like 180 something while in holding and not accelerating until they clear me for contact. Then as soon as I get the "offload complete, disconnect" message the basket starts to retract and he starts to slow down. That's with the S-3 and IL-78M. I'm curious how changing their waypoint air speeds and orbit air speeds has on this bug, I haven't noticed any difference. But tanker joins are really sporty trying to get down to below 200 knots! Sent from my SAMSUNG-SM-T707A using Tapatalk
  12. I get what you're saying, but like other here it doesn't work anymore. As has been established there was an error made during the update leading to some anomaly cause most of us not be able to rotate until 170. And as stated previously and in other threads the lack NWS and rudder authority during the takeoff roll is still an issue. The fix being to apply some after stick. Your suggestion is sound airwork, just currently won't always get the proper results. That's what's lead to this Sent from my SAMSUNG-SM-T707A using Tapatalk
  13. Very good idea, I support this Sent from my SAMSUNG-SM-T707A using Tapatalk
  14. I can confirm the violent rotation tenancy in 1.5.4 I've seen it in no wind conditions in a clean configuration (full fuel load), and close to max gross weight (2x Magic, 2x Fuel tanks, 4x GBU 12, max fuel). Seems to me to be independent of wind speed. My takeoff technique is to apply full Military power, release brakes, apply ~1/2 aft stick (to assist with the NWS/Rudder ineffectiveness at higher speeds), Rudder and Lateral stick to maintain center line, I select full AB at 100 knot indicated, at ~170 knots I program roughly 2/3 aft stick to rotate. With positive rotation started I neutralize my aft stick input to avoid over rotation. As the aircraft practically jumps off the runway I try to program the nose to an attitude to keep from settling back onto the runway. At lower gross weights (Clean/AA config) the tendency to settle is fairly mute. At higher gross weights I always feel the mains back on the ground. This is a pronounced change from the FM around a month ago, I could consistently rotate the nose to match the rotation line to the horizon on the HUD and then fly off the runway in that attitude.
  15. Figured it out Thanks guys, I actually never knew how the User Curve function worked. I've never tried to use that and had the "slider" boxed checked at the same time. I got something much closer to what I was looking for. So thanks for cuing me into that. While you get pretty good results, I still think it can be a little easier, but that's not really RAZBAM's problem. For anyone interested, this is my profile with a Thrustmaster Warthog, throttle detent as depicted in the picture. You have to ensure that your "slider" box is checked to make this work
  16. Just for the record, I really appreciate the work you guys do making these modded cockpits. They really make the experience with the aircraft more enjoyable, for me at least. I can say there are a few aircraft in my hangar that I wouldn't fly if it weren't for your cockpits. So Cheers!
  17. That's possible, I just don't like doing it that way, I'd rather read it. I don't know, just a mental block I guess Sent from my SAMSUNG-SM-T707A using Tapatalk
  18. My thoughts exactly. Seems like a simple fix, but I don't know the coding for it, maybe it's complicated Sent from my SAMSUNG-SM-T707A using Tapatalk
  19. Has the possibility to create a custom throttle range option been explored at all? Namely for the use of afterburner detents that some HOTAS already have? I know that it is possible to create a curve that will put the military power stop as whatever position you like. But since this is a curve, the power movement will not be linear to that point. Closer to higher settings more throttle movement will be required to change the engine RPM than at lower settings. Here is an example of what I mean vs what I'm suggesting: My suggestion is to have a button, preferably in the controls screen that allows you to set a custom point on your throttle curve, beyond which, the afterburner will be engaged. For example, I move my throttle through 80% of it's play, now I push the button. From now on 80% of my throttles' motion will move the throttle to the mil power stop, 81% and beyond are only afterburner settings. Allowing for a linear progression through all power regimes.
  20. I know he said he was working on it back in July, just haven't heard anything from him since, either in PM or his threads.
  21. Are there any good English cockpit mods around for the Mirage? I used to use "gospadin's" english cockpit mod, but after an update in June his version 0.87 was rendered obsolete due to some changes in the texture files. Ever since then I haven't been able to find one. Anyone know where I might find one?
  22. Any updates since .87?
  23. Despite the frequency for Class A mishaps this year, the mishap rate is still lower at this time this year than it was at the same time last year, at least for the US Naval Services
  24. Serious thought though, there are a lot of recent announcements from 3rd part developers on aircraft being released in the "near" future that we haven't heard any progress on any control stick of throttle grips for on this thread. I know he's said he's planning on releasing something for every module. If it's possible, I'm sure I"m not the only one who'd like to hear some news on the newer module announcements and their grips coming down the pipe. There was a graphic a while back with a bunch of the prototype mock ups a while back, can we get a new one of those?
  25. I only check the thread when I see updates because I'm sadistic. Haha, and maybe one time it'll actually be finished
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