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Everything posted by WelshZeCorgi
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If it adds stuff and not just graphical upgrades, absolutely. Add passenger models and animations, civilian, soldiers, wounded, stretchers, medics. Add animations of embarking and disembarking. Flight model upgrade and bug fixing. More work on multicrew. If they deliver those, absolutely.
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So I hear you're supposed to be stepping on the ball in the huey in order to fly straight (the slip indicator) and this usually works but there are other times where doing so causes the huey to essentially fly crooked. During these odd moments, I would notice that visual references would start at the top right of the cockpit window, then end up on the bottom left of the window, indicating that I am drifting right. Normally, I would see references going more or less down instead of angling left or angling right as I'm about to pass over them. Is this how it's supposed to go? Do you always keep the slip indicator ball centered or do you use visual indictators to fly straight?
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I think you're supposed to hit the keybind 3 times before the ejection command button actually initiates ejection, but in the RIO seat at least, hitting the ejection button once causes the command to go through for ejection. A bit too hair-triggery for my tastes. Can we get it to eject after 3 button presses?
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This does not seem to work on hot start aircraft at least. My DCS computer is currently down so I was unable to test it in cold start.
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F-14B BFM tips? (other than the 3P)
WelshZeCorgi replied to VR Flight Guy in PJ Pants's topic in DCS: F-14A & B
That generally means that you are putting the 14 in a high AOA situation at low speeds. Great nose authority at low speeds is a blessing and a curse for non-FCS aircraft. If you have the stick yanked back like that as it transitions into low speed flight, the lifting body design of the 14 catches the airflow like a parachute and causes the nose and airframe to climb. Just need softer back stick pressure as you transition into low-speed and a second eye on the gauges until you get used to the feel of the aircraft. For maintaining corner speed, if the cockpit shakes, you definitely need to ease off the stick pull and keep an eye on the speed gauge. Some pilots try to gauge their speed using the wing sweep positions in their rearview mirrors. 350 kts is what you're shooting for. -
F-14B BFM tips? (other than the 3P)
WelshZeCorgi replied to VR Flight Guy in PJ Pants's topic in DCS: F-14A & B
I would say that not only 3P, but practice right. If you treat your swing-wing, taileron and spoiler operated 14 like fixed wing, aileron operated F5, 18, 29, you're only learning how to inefficiently fly the 14 and pick up bad habits that only serve your BFM opponent. Because of these differences, the flight dynamics require a bit more finesse and unique control input combos you wouldn't consider in other DCS aircraft. These two videos attach try to point these out. Practice the sort of control inputs required to keep the Tomcat tame in a fight. And remember to go over 19 AOA as little as possible. While you won't necessarily be falling out of the sky when you go over 19 AOA, the frame is no longer lift efficient and becomes very draggy, pulling speed out of the airframe like an airbrake and makes it likely you will be forced to give up angles to climb out of the AOA ditch you got yourself into. Only time going over 19 AOA would be acceptable is if you're in scissors or 1C fights. Though its recommended you maintain 19 AOA and trade the speed for a climb to decrease downrange travel instead of going over 19 AOA. -
Third. Fun to watch the plane jitter harder than a hummingbird overdosing on caffeine.
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Is it possible to cast a styrene model in clear acrylic or resin blocks? I had this idea to cast a airplane model in these blocks to give the effect of flight without those stands or strings.
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That being said, if you had maneuvered hard or/and put the missile on your 3-9 line while your jammer was still on, the missile would have had a decent chance of missing, either by running out of energy or being rate-defeated, this is because when in HOJ mode, the missile does not lead the target, but goes into pure pursuit, if the angle is high enough and missile energy is low enough, it simply will not be able to hit you. That being said, it is still a good idea to turn off jamming, but just know your death is not an absolute certainty with jamming on. I've dodged HOJ missiles with barrel rolls and putting the missile on my 3-9 line. Give it a try with mission editor.
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Well, no new product showed up after the maintenance, so i guess it was just routine, other than the forums still being down.
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waiting for my collective to arrive, but wanted to know possible uses for this collective on other modules like aircraft. I was thinking it as a gear lever, but not sure how I could assign it. Is it possible to program axis to buttons for virpil axises?
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When was the first ever maneuver kill?
WelshZeCorgi replied to WelshZeCorgi's topic in Military and Aviation
If my opponent overGs the aircraft and rips his wings off, does that count as a maneuver kill? -
When was the first ever maneuver kill?
WelshZeCorgi replied to WelshZeCorgi's topic in Military and Aviation
Who was killed? Who was credited the kill? -
And what happened? I tried googling but couldn't find the answer.
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So my understanding is, if a 54 is in the air and the TID looses the track on the contact that 54 is guiding on, the WCS will create a fake contact, a track-hold contact, for the 54 to continue guiding on. It will basically treat the track-hold contact like a real contact, continuing to loft, peak and then glide down towards the target before going active at a programed amount of time before TTI, looking for the target. As the track-hold contact basically flies in a straight line, not maneuvering or changing altitude, there is a high chance it will not find a maneuvering target. However, if the real initial contact or just a new and very unlucky one, is near the track-hold contacts position and altitude, the chance of it finding, locking on and guiding itself towards it is very likely. If this is true, 'if' being as I'm not a self-proclaimed 54 expert, then the current 54s we have in DCS are bugged in this aspect. In DCS, when a track-hold is created after track file loss on a target with a 54 on it, the 54 has a tendency of stopping loft, flying straight and never activating its seeker to look for the target.
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Snakeeyes blowing up 14 on release.
WelshZeCorgi replied to WelshZeCorgi's topic in Bugs and Problems
Happened again, with me in the RIO seat this time. Reviewing the TACview, it seems like 2 of the snakeye bombs hit each other 20ft behind us and exploded, killing the aircraft in the process. -
My question is, how do you trap a hookless Tomcat? using the barrier obviously, but that's not modelled currently in the DCS SC.
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I would try carrier landing in adverse conditions, high winds and choppy seas, causing the ship to rock. It may be much easier to cause a bad hook skip vs the old model where you would always catch a wire in those conditions if you land among the wires. @CoBlue
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[RESOLVED] Missing bomb/rocket rack in some loadout
WelshZeCorgi replied to Mirknir's topic in Bugs and Problems
better late than never -
reported earlier Lots of multicrew sync issues
WelshZeCorgi replied to QuiGon's topic in Bugs and Problems
Tried multicrew, and noticed that even a small amount of lag or desync made guiding the atgms way more difficult. -
I imagine it would require some sort of auto 'snap to', otherwise your head would constantly clip through the headrest/ eyepiece.
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So my understanding is, if a 54 is in the air and the TID looses the track on the contact that 54 is guiding on, the WCS will create a fake contact, a track-hold contact, for the 54 to continue guiding on. It will basically treat the track-hold contact like a real contact, continuing to loft, peak and then glide down towards the target before going active at a programed amount of time before TTI, looking for the target. As the track-hold contact basically flies in a straight line, not maneuvering or changing altitude, there is a high chance it will not find a maneuvering target. However, if the real initial contact or just a new and very unlucky one, is near the track-hold contacts position and altitude, the chance of it finding, locking on and guiding itself towards it is very likely. If this is true, 'if' being as I'm not a self-proclaimed 54 expert, then the current 54s we have in DCS are bugged in this aspect. In DCS, when a track-hold is created after track file loss on a target with a 54 on it, the 54 has a tendency of stopping loft, flying straight and never activating its seeker to look for the target.
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How does the Hind map work IRL? Are different maps loaded into slides which the map viewer switches through? Is this realistic or simplified?
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Has anyone else been blown up by their own bombs just after hitting the release button? They seem to either be colliding with each other or the airframe despite 1g level flight from 1000ft up. Loaded 18, snake eyes to see the new bomb racks (chef kiss) decided to ripple all of them off just to see them deploy, set Jester to ripple to 28, default settings for the rest, hit the release button and immediately exploded.
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Using autopilot while formation flying?
WelshZeCorgi replied to WelshZeCorgi's topic in DCS: F-14A & B
Do these changes to autopilot behavior make it more acceptable for wingmen to use AP while formation flying? Overhauled several aspects of Autopilot behaviour: ALT Hold will now null the rate instead of returning to a set altitude. ALT Hold will now engage only if within +/- 200FPM vertical speed. ALT Hold will not disengage anymore with lateral stick input, but with approx. 10lbs longitudinal pressure (or its equivalent in vertical velocity). HDG Hold will not disengage anymore with lateral stick input. Lateral stick input can now be used for steering in HDG Hold and will set the new heading upon release and leveling. With HDG Hold engaged and if lateral stick input is released within 5° bank angle the AP will level the aircraft now. Fixed ATT and ALT Hold not engaging properly at higher altitudes. The aircraft will roll smoother now if lateral stick input is used during ATT, ALT and HDG Hold. If the aircraft is overbanked or overpitched during ALT and/or ATT Hold, ATT Hold should now return the aircraft to 30° pitch and 60° bank.