

Tenkom
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Everything posted by Tenkom
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Wish List Item - Afterburner Detent Button
Tenkom replied to Shadow_1stVFW's topic in DCS: F-14A & B
I just adjust the axis range so that the plane is at 100% mil when I hit the physical afterburner detent on the throttle even if the plane doesn't have afterburner. That way I don't need to switch back and forth. -
TS stands for terminal speed and is the speed at which the air friction force becomes equal to the weight of the object and it stops accelerating in freefall.
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I wonder how high the Phoenix will go if fired like this.
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A boulder would likely be close to ambient temperature and should not be picked up by the Maverick seeker. The idea is that tanks and other vehicles are hot and thus will contrast against the colder surrounding environment. In WHT(white = hot)mode the tanks will be white against the dark surroundings. And vice versa in BHT mode.
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Where do you get these numbers?
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[WIP] Pylon and Stores Drag I want to discuss the drag amount on the launchers for the A-A missiles on the Hornet. Specifically the ones for the aim-120s. I recorded a short video showing the numbers I found: TL;DW: It is a simple straight and level full AB speed test with 2(3) different configurations, Single aim-120c with launchers on inner wing pylons Just the launchers And wing tanks. Speed clean: 822 kts Speed with missiles and launchers: 694 kts Speed with only launchers: 730kts Speed with wing tanks:726kts So the wing tanks are only SLIGHTLY more draggy than just those tiny launchers? This seems very unrealistic to me. It also makes it very painful to fly around with missiles since the plane becomes so slow. I haven't seen anybody mention this and if it really is wrong(and it's not just me being crazy) then it must be a really simple fix.
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What are you talking about? They've been been improving the radar constantly. Remember when the radar lost lock if you even considered doing any manouvering? The useless acm modes?(especially vertical scan). Almost every patch has included tweaks (and bugs) to the radar. They are modeling the radar on a completely different level than we've seen before and it's impossible for me and you to know how much coding is required. But it's obvious that they are working on it.
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Serious Question: DLC and how it will be implemented.
Tenkom replied to IceFire's topic in DCS: F-14A & B
Does the pilot need a tdc controller(or even have one) In the tomcat? All the targeting and radar stuff will be handled by the Rio right? If not then there would be no problem. -
I feel the jet sort of flares all by itself. If I come in at on speed AoA with around 3 degrees sink angle once I get close to the ground the sinkrate lowers. Maybe it's the ground effect? In any case the landings tends to be very soft.
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At least I admit when I'm wrong.
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I guess we should inform the engineers that they need not have bothered programing the fcs system to move them when rolling since you deem it insignificant... They can move as much as 10 degrees btw depending on speed and stick position. Coupled with their far greater surface area compared to the outer ailerons they are likely far from insignificant. So yes. I will claim that they are flaperons.
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That stuff is going to be scary on MP servers. A wing of f14s could do some serious damage.
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You could try having someone in an A10 of harrier lase a ship for you if you wish to test it out.
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What F stands for is irrelevant, bud. They ARE flaperons because they are used as flaps AND ailerons(like I told Flamin_squirrel, if you don't believe me, hop in the game and test it out. They won't move on the ground so you have to be airborne. You can clearly see it on the FCS page). But you are correct about the ailerons. Which are also flaperons. I had forgotten that they also come down during landings and takeoffs.
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You are half-right and I was half-wrong. The TEFs ARE used as ailerons during flight(please, just start up DCS, hop in the f18 and see for yourself if you don't believe me). But you are correct that the outer "Ailerons" are also used as flaps. So they are also flaperons.
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The TEFs are used as both flaps and ailerons(hence flaperons). So if you could somehow(I am not arguing that this can be done) disable the TEF actuators you would also lose the ability to use them as ailerons. The control surfaces on the outer part of the wings are(to my knowledge) pure ailerons and have their own actuators. You can easily check this yourself. Just watch the FCS page on the DDI while rolling. You will see the TEFs moving. They will not move when you are on the ground.
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Since the f18 doesn't have flaps but flaperons I would assume whatever fuse disables them would also disable the ailerons.
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It is a bug which should hopefully be fixed in today's update.
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Then why does targets start out as hostile and then, after some sort of identification turn friendly? It seems to me that the plane considers everything hostile until proven otherwise. If the game only has a "hostile" signal then the default target symbol should be square.
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The charts were about turn rate. OP asked about turn radius. I just wanted to clear up any confusion.
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Be careful not to confuse turn radius and turn rate. If you want the minimum radius you probably want to fly as slow as possible without falling out of the sky.
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I understand your meaning but I think real life is very different in this respect. They will never drop ordnance on a whim like that. If they are going to drop a cbu then they know beforehand where and on what they will drop it on. And if something unexpected happens they will probably abort. So I think the need for such hotas systems is less than we might think. Air to air is of course a different matter.
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Timeufc on the HSI and then ZTOD on the ufc.
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The 7.5G limit is not there to keep the wings from ripping off. It's there to extend the life of the airframes and allow them to fly for 1000s of hours. The override switch gives you about 9g which will still not approach the yield limit of the plane. It will however probably be causing significant fatigue to the airframe which will shorten the life of the plane. Due to the nature of DCS however, where we are given a new airframe every time we spawn this is completely irrelevant for us. In real life you would probably have to have a good explanation for why you pulled the switch when you land.
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The TVV in relation the horizon-ladder is an indication of the angle of sinking. The actual sinkrate will depend on your speed and your angle of sinking. The TVV in relation to your plane's nose direction is literally your AoA. What I am seeing is, because I tested this, the plane pitching up and down when I adjust the throttle in landing mode. It is especially clear if you look at the plane sideways in F2 view.