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Everything posted by Redglyph
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Engine primed even though the fuel lever is off
Redglyph replied to Redglyph's topic in Bugs and Problems
I suppose we should interpret that as the non-return valve being between the supply and the return of the wobble pump, and the main fuel cock being further down the line. The figure 41 only shows the bottom non-return valve, so it's hard to be sure how they modelled that in this intermediate version. (figure from AP 1565I Pilot's Notes for Spitfire IX,XI & XVI) This main fuel valve, though, must be located elsewhere... from the DCS manual, "The main fuel valve is mounted to the right of the compass. This valve shuts off the flow of petrol from the tank to the engine dispensing pump.". EDIT: This on/off lever IS the fuel cock lever, not sure why I was lead to believe there were two levers. Disregard my rantings about that :p => But so the model clearly is malfunctionning, since closing this valve should cut the fuel from the carburettor, where the fuel pressure indicator samples the pressure, and yet this indicator switches off and the engine starts. It does work once the engine is running, but not when it's starting. -
I wasn't sure because of the "you can fill each tank" bit, as if they were independent :) So the top and bottom should really be considered as a 47+38 fuel tank, and apparently in this model there is only a gauge for the bottom, to make it "easier" (BTW, interesting considerations of that era in this post / thread). So no gauge for the top tank. In A2A they indicate the weight or capacity, here they show the percentage. From that, you know how much you'd fill the tank with the refuel gizmo. I don't know whether that's better than knowing how much gallons you have, it's probably a matter of preference, or getting used to. Note: There's currently a little quirk with the refuel procedure, it won't tell you when it's done, and it's only filled to a certain percentage even if you asked more.
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Engine primed even though the fuel lever is off
Redglyph replied to Redglyph's topic in Bugs and Problems
The thread you mention is about the fuel cock lever, and I suppose by default (not mentioned in the first post), the wobble pump. By the way, I see a possible error in the position of the fuel cock too, in the DCS manual. Normally it's in series with the wobble pump, not in parallel (Pilot's Notes), though that may differ with the hybrid wobble/booster pump we get, perhaps? But normally item 10 is a non-return valve, necessary because of the wobble pump, otherwise it wouldn't work. So I'm not convinced it works as it's supposed to, but I'm not sure so I'll try to dig into more documentation about this. Anyway, here I'm talking about the main fuel valve lever (see figure 82 pg 119 vs bottom figure without number page 122/item 60), the fuel booster pump, and optionally a very short delay for the fuel pressure to set when using that one. I don't see how the fuel could go through a closed valve, even if the pump was active, it would give in under the pressure. -
Err, there is no rear tank in A2A's Spitfire, is there? :huh:
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Damage model - tail ripped off and still "flying"...
Redglyph replied to Anatoli-Kagari9's topic in Bugs and Problems
I could fly it with the entire right wing off the other day :D I couldn't land it though, it's already difficult enough with both wings on ;) Note, one day I had the stabilizer completely ripped off the F-86 and it had been possible to get it back to the airport and even land it without too much problems. It probably depends where the center of gravity is when it happens, and the attitude envelope is certainly much restrained, but some authority may remain by playing with the throttle and the rudder. -
DCS 1.5.5.60338.212 I confirm, the morse key gives a very long pulse (1 s) when mapped to a key, I couldn't check with a mouse click in the cockpit, obviously ;) Perhaps in MP. And there is a spot cast on the ground, no matter which position the downward lamp mode selector is set at (it just makes the spot size different).
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DCS 1.5.5.60338.212 The fuel pressure indicator goes off and the engine is primed even when the main fuel lever is off. Is this normal? Procedure below: - pushed the throttle forward to switch the undercarriage indicator on, and so the fuel pressure warning indicator on - throttle to about 1 inch of idle - (main fuel valve lever is off) (A) - pump booster on for 30 seconds => the fuel pressure indicator immediately switches off (which is unexpected) or (B) - about 10 strokes on wobble pump => the fuel pressure indicator eventually switches off (which is unexpected) © - main fuel valve on or (D) - main fuel valve remains off - both magnetos on - start and booster coil covers off - start + booster coil buttons depressed - mixture rich when the engine catches => engine has started In conclusion: - should the fuel pressure indicator reveal an increase of pressure when the fuel valve is off? - should the engine start without proper priming? - should the engine start when the main fuel valve remains off? Also of note: when the engine is running, switching the fuel valve to off has those effects: - after a few seconds, the fuel pressure indicator lights up - quickly after, the engine shuts off
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FIX for buttons and knob inconsistencies
Redglyph replied to Redglyph's topic in Utility/Program Mods for DCS World
I've put that in the DCS user files section. I see that 2.0.4 has exactly the same file, so it should work in the alpha branch too. -
The Enemy Within DLC
Redglyph replied to baltic_dragon's topic in A-10C The Enemy Within Campaign (legacy version)
You can proceed to a revert, it has been reported as a work-around by several people. Last news, they were testing the fix for the "part of group in zone" bug. But other mission features were broken, so we're not out of the woods yet unless it's the same root cause ;) Oops, am I replying to an old post? Didn't see that wasn't the last page, I should probably revert myself to a previous version too :D -
I tried recently and I can vouch for that. Parking a truck in front of an AI aircraft has to be at a very precise position, otherwise the aircraft would just go through the ground vehicle :D That's probably the same detection problem when taxiing, when we see aircraft colliding with stationary vehicles (I think one of the early "cold start" missions with the M-2000C still has this problem, the AI group lands and one of them crashes into a car back on the apron).
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Thanks for the confirmation! I reported that in the bug section. If Chrisofsweden is with a previous version of 1.5.5, that would also confirm the bug appeared at the same time as the "part of group in zone" trigger problem, which is very likely.
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DCS 1.5.5.60338.212 AI does not follow the group in a "follow task". I've tested the same "follow" task test mission with the two versions of DCS, it works with 2.0.4.59428.142 but not with 1.5.5.60338.212. All details in this thread, I'll copy the summary here. An AI aircraft with CAP has the following set on a waypoint: - orbit until user flag is set - follow player group until last waypoint What I see in 1.5.5: - AI orbits correctly - AI stops orbiting when the user flag is set - AI does not follow the player group, debug messages I set before and after the "follow" are displayed direcly one after the other, as if the task were skipped - AI continues its route instead What I saw in 2.0.4: - AI orbits - AI stops orbiting when user flag is set - AI follows player group until last waypoint as specified - AI resumes its route Notes/details: - I haven't tried with previous versions of 1.5.5. Perhaps that's what user chrisofsweden did when helping in the linked thread. - I also saw that the AI aircraft was disappearing in 2.0.4 when there was no "Last waypoint" set. Could be a coincidence, I haven't repeated the test. - I did try in 1.5.5 without last waypoint set, it didn't make any difference. - I tried to get near the AI aircraft in 1.5.5, or go in the trigger zone so that it would stop orbiting when close to the player aircraft, but no difference in either case. In comparison, with 2.0.4 it follows the player no matter where it currently is at the orbit exit. The two test missions are in the attached zip file. follow_task_test.zip
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Thanks! ... but that doesn't work with me. What version of DCS do you have? I directly get the second message (Player reached WPT2. Follower resuming own navigation. Pushing to WPT3, Batumi, Long Final, RWY), and it doesn't follow. So that's what I feared, that's something else that broke with the latest updates :/
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Pretty nice :D
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Thanks a lot for the clarification! :) The bit above is what I missed, "engine-driven", not electric, so we don't really have to pay attention to it in the start-up procedure, and there is no switch.
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DCS 1.5.5.60338.212 Hello, Is it possible that the "follow" task is broken with this update as well? I've been trying to set it up without any success, I did the same in DCS 2.0.4.59428.142 and it works fine. I'm joining the mission file for both versions, 1.5 and 2.0. In a nutshell, what they do - it is a SP mission - just a basic test, don't expect anything fancy ;) - there is one group with the player, one CAP group for the AI The interesting waypoint for the AI does this: - orbits until a user flag gets the value 1 - follows the player's group (until last waypoint of the player's group) - switches to a waypoint (and goes on) There are a few debug messages to indicate the transitions. In 1.5, I see that the "follow" task doesn't last, it directly shows the message I've put before then after this task. In 2.0, it remains in the "follow" task, and very obviously follows the player's group. Did I do something silly with the 1.5 version? Or is this an issue with this task? Thanks M-2000C.Kobuleti.Follow.miz M-2000C.Follow.miz
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Yep, you have to guess where the lock mechanism is, and aim at it. A little bit like groping around with your hand to find the handle outside the cockpit, it isn't that unrealistic :D
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If that's the same problem, same for the F-86 in fact. But thanks! Just in case, I've posted a link to the track and log here, the thread you mention contains no information to help the devs.
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1.55 release version-missing gun sound
Redglyph replied to 9.JG27 DavidRed's topic in Bugs and Problems
Track file and log file in this thread, posts #8 and 9. https://forums.eagle.ru/showthread.php?t=179262 -
Activation required for an already activated module
Redglyph replied to Redglyph's topic in Installation Problems
I haven't changed anything. Before I had Norton 360, now I have a temporary Avira, I had the problem with both. I checked the registry keys from the file downloaded with the link you gave, but it's fine. As I said, it happens randomly every now and then (once every month or so, or about that), but skipping the procedure with exit is fine, I can use the module anyway. It's just a random glitch, I'm curious to know whether anyone else has this problem. Could it be a timeout when trying to verify the module key online? -
FIX for buttons and knob inconsistencies
Redglyph replied to Redglyph's topic in Utility/Program Mods for DCS World
Ah, good. Here are the pdf, just in case, perhaps it's easier for some. Let me know what you think, whether it helps or not. Normally it's been attached to the bug report, I have no idea when it will actually be integrated (I'm a little concerned that it will become incompatible should the module be updated at some point). cockpit_sw.1_left.pdf cockpit_sw.2_front.pdf cockpit_sw.3_right.pdf -
FIX for buttons and knob inconsistencies
Redglyph replied to Redglyph's topic in Utility/Program Mods for DCS World
Good idea, I'll do it. I downloaded it from here and checked but the Excel sheet is in the zip file, perhaps it's blocked by an anti-virus? I can produce a few screenshots if that helps :) I meant "consistent" in the sense of the linked thread, Derelor showed the general rules for switches. For example, a 3-way switch will go up with a right click, and down with a left click when it's vertical. Or obviously, right / left with respectively a right/left mouse click. It should be consistent within one module, to avoid confusion (like now in the A-10C, though ultimately you get to know which goes which way), and across modules to keep the whole sim logical - and to avoid fits of schizophrenia ;) So nothing to do with the direction of sight. -
Activation required for an already activated module
Redglyph posted a topic in Installation Problems
DCS 1.5.5.60338.212 I have had this problem for a while, and also with previous installations so it's not a corrupted installation. Every now and then, it requires the activation of a "random" module that is already activated. I'm clicking EXIT and it does not seem to have any impact, other than some concern something is wrong with my account, or at least that something is a little weird. This time, I kept a screenshot and the dcs.log, in which you can see messages like these: 00000.968 INFO WorldPlugIns: No 'registryPath' for 'AVIODEV_C-101' 00021.509 ERROR EDCORE: LoadLibrary failed for FW190D9.dll: (0) 00021.509 ERROR WorldPlugIns: Can't load plugin module FW190D9.dll : 00031.910 INFO WorldPlugIns: No 'registryPath' for 'A10C-PIERCING_FURY_campaign' 00031.910 INFO WorldPlugIns: No 'registryPath' for 'P51D-HIGHSTAKES_campaign' 00031.910 INFO WorldPlugIns: No 'registryPath' for 'F86-MIG15-RELIC_campaign' I don't have the C-101 so this one does not bother me (but then there are some other modules I don't have, but for which I have no message, like the Hawk, the A-10A, ...). But I do own the Fw-190 and the three campaigns above. Despite those messages, I only had one pop-up for the Dora, but once I had two of them. It's not always the same module. I hope it can help deter this problem. dcs.log.txt