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Shadow_1stVFW

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Everything posted by Shadow_1stVFW

  1. Somewhere else in the manual it says that in charges mode the FBW doesn't protect the aircraft from exceeding the AOA limitation and it's up to the pilot to prevent exceeding that. The tone is triggered at like ~18-19 alpha I believe it is. If you test it again in charges mode, pull like you did in the video watching the AOA Guage and you can see exactly when it goes off. Sent from my SAMSUNG-SM-T707A using Tapatalk
  2. Maybe you have a point there. Comes across as kurt Sent from my SAMSUNG-SM-G900A using Tapatalk
  3. Have you checked out chucks M-2000 guide? He's got a step by step procedure to place a JTAC in the mission editor. Sent from my SAMSUNG-SM-G900A using Tapatalk
  4. OK Jojo, like I said, it will be a starting point for the guy to get a rough start. From where he can make adjustments. A lot of your post are a bit hostile and non helpful. You can help the guy out, or not, but the hostility isn't too conducive of a good community. Sent from my SAMSUNG-SM-T707A using Tapatalk
  5. Any balistic table for the same caliber bullet should work. The rounds are after all, ballistic. The tables are all based on a reticle depression to give you a correct solution for a given release altitude, airspeed, and dive angle. The Mirage uses twin 30 caliber cannons if I recall correctly, might be wrong about that. But you can use tables for the A-10 if they exist, though they will be a bit slow for this aircraft, a couple of the German ww2 fighters have 30 cals. Or just look around for something simular. At the very least you have a point to start from. Sent from my SAMSUNG-SM-T707A using Tapatalk
  6. Very well done sedenion. I personally will use the yellow mod, I think it helps pull out important information quicker. This goes on the list of must have mods. Sent from my SAMSUNG-SM-T707A using Tapatalk
  7. I'm well aware of what dopppler shift is. To me, it doesn't seem right either way. There is a clear modulation separate to the doppler shift. Tested last night, could not reproduce any sort of issues with the jet sitting still on the ground. Sent from my SAMSUNG-SM-T707A using Tapatalk
  8. 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
  9. 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
  10. Depends on altitude, but roughly 0.85 Mach will give you you're highest turn rate. Sent from my SAMSUNG-SM-T707A using Tapatalk
  11. 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
  12. As is expected. A constant angle climb will result in a lowering airspeed. Between air density, temperature and a host of other things. That's why we shift to indicated Mach number after climbing high enough. indicated Mach number increases with altitude as well. It's probably not really what you're looking for, but when you climb out, you need to set an initial climb attitude, 20 degrees by your example, leave the throttle at full military, and then use your nose attitude to maintain a constant airspeed, I use 300 until I intercept 0.75 mach. I use the energy carrots to assist with fine nose attitude adjustment, though you could use airspeed or mach number. Sent from my SAMSUNG-SM-T707A using Tapatalk
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. Very good idea, I support this Sent from my SAMSUNG-SM-T707A using Tapatalk
  22. 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.
  23. 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
  24. 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!
  25. 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
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