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Ala12Rv-watermanpc

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Everything posted by Ala12Rv-watermanpc

  1. Great mate!, Im pretty sure both the canadian hornet and the BA one are taking off with flaps on AUTO...take a look at the one in the BA video, its perfectly clear that #7 runs with flaps full UP...sure, this is a WiP so I hope they take a look at this. Thanks for your reply but again, the reason of this thread is NOT the take off itself which btw behaves pretty much identical to those videos but the FCS/FBW programming in the hornet which prevents the plane to enter "normal" 1g triming flight behaviour once the plane is not WoW (it starts pitching up indefinitely until you set flaps to half/down and then AUTO again).
  2. This is something I have always wanted in DCS but now with the hornet even more as this module is a true state of the art flight simulation in all regards but the afterburners effect is still having that "old fashioned" step by step texture look...I mean they look good once they are lit but the transition between states and between off-on/on-off feels very unatural. I would really love a NEW afterburner effect that captures that "flickering" of the light and with some fluid animation making smooth continous transitions all the way from off to full afterburner and the opposite as well as removing the glow afterburner effect at the distance (its very overdone) :joystick: ...the Hornet has a particulary noticeable flickering effect (8:48s): God, it would be soooo cool to have this effect revamped!!:music_whistling: Also the light cone could be better and have better response to light conditions as well as an smooth transition, and not be there if there is no light coming from the inner of the engine as it happens now in the first stages of the AB. Please ED, put this into the to-do list, please!!!
  3. Not a priority but it would be a nice addition, why not?
  4. After testing what Hog_No32 and Flamin_Squirrel sugested yeah, the best way to trim (re-trim) after pushing the T/O trim button is with flaps half/down then you can flaps up...this way is MUCH faster so thanks a lot guys. However the behaviour when taking off with flaps full up (auto) still being what I described so the plane constantly pitch up for no reason. Hope ED is now awared of this :thumbup:
  5. Sure, thats why I posted this, to make ED notice this and eventually fix it. Also want to set clear that despite I posted videos of airshows (where this kind of t/o would be suitable), my intention is not to point this out because I want to do "airshows" but because there seems to be something incorrectly behaving in the plane whatever the situation is...bear in mind that it doesnt look like a big problem at all, just DCS needs to know that when you take off with flaps up the plane should instantly (no WoW) start trimming at 1g so Im sure is not a complex fix :)...About the fuel amount I dont think it has anything to do with this, the problem im having to perform this kind of t/o is just that the plane retains +2 points of stab up instead of trimming for 1g once in the air. Thanks both, will try doing this, flaps down (mid) then trim then flaps up (auto) again and see if trim is any faster :thumbup: According with the videos I posted I think its clear the #7 is not using half flap during t/o but flaps up (auto), at least that what I see. About the slight negative trim I think you are right, is clear in the #2, maybe also because he wants to keep the hornet close to the ground during t/o.
  6. Yeah, I know, but this is the problem, using the trim hat in the stick once you have pushed the T/O trim button is pretty much impossible...as I said, it takes like 20 sec pushing the button to remove 1 point of stab trim, 1 out of 12 so...there isnt any other way to set the stabs to neutral again instantly or any faster than using the hat in the stick???
  7. Sorry mate, but as many pals here have stated, DCS is about as much realism as possible and imho, FM is one of the top quality features of DCS so this is something that should be fixed if its not supposed to work like this in the real thing...Im not a "only displays" guy by any means, but I GREATLY enjoy just performing maneuvers and comparing them with the real plane just because of the extremely high level of realism they provide so yeah, I enjoy just doing "displays" as much as combat missions... Even if its a "displays" thing, it should be fixed if its not supposed to work like this as it seems to be the case. Also as some of you guys said, this might be a simptom of other FM issues. Anyway, this is a WiP module so being a bug/being a WiP issue hope this to be addressed at some point... To me, it looks like something gets "hang" in the FCS/FBW programming expecting the flaps to be raised to make the plane enter in "normal" flight and until you dont let this to happen the programm has no way to leave the "ground/take off" mode.
  8. Hi guys, just wanted to ask about a particular take off procedure you can find in airshows...the Hornet makes a hard pull up with landing gear down and the plane almost touches the ground with the tail...a very nice example: As you can see, the plane starts the take off run with flaps full UP... If I do this in DCS, something is wrong with the FCS (I guess) because once there is no WoW, the plane has a pitch up attitude (no auto trim) and in the FCS page I see a +2 for the stabs instead of 0, even once the gear is up no matter the speed nor the AoA, etc...the only way to make the plane to enter in "normal" flight mode is by setting flaps to mid/down and then up again and everyting goes normal then... The question is, how am I suposed to perform this kind of take off?, I highly doubt real life pilots/hornets must take off and then change flap setting momentary in order to make the FBW/FCS to enter auto trim mode right?... At first I thought that the issue could be the take off trim button so i made a test: cold start, NO take off trim button pressed and try to make this take off but nope!, the plane still wants to go nose up (I ignore the reason) until I change flaps to mid/down and then up again... In the real life videos is clear that the horizontal stabs are NEUTRAL so no take off trim button has been pressed prior to take off but in DCS this doesnt seem to work either. All this also makes me wonder...is there any way to DISABLE the take off trim once you have pressed the take off trim button?¿?¿?...using the trim hat button in the stick is impossible as it takes literally minutes to set the stabs to 0 so...how are we supposed to perform this kind of take off? Another sample of this in the Blue Angels team (#7 is the one performing this take off): Btw, in this particular video, the #2 has the flaps mid and also NEUTRAL (or even slightly down) stabs at take off. thanks!!
  9. I agree but a redesigned heat blur shoud be made imho first...the actual effect is not very good.
  10. any news about the no pylons Flight Model??
  11. Looks really nice mate!!:)
  12. Try what Snap and Rudel_chw sugested mate :)
  13. Looking very nice!!!:thumbup:
  14. Awesome!:) The squares are the ones indicated by Skate...about the inversion yeah, you are correct, the main internal square is inverted.
  15. Thanks for your support guys!!:thumbup: Yeah!, Really love your work mate!;)
  16. Beautiful man!!!!:thumbup:
  17. So glad you like it!!!!! ;) Enjoy it! Bye guys!!
  18. Hi guys, just wanted to share with you my last work, the Spanish A.F. Ala 15 25th Anniversary skin, probably the coolest skin ever made for the Hornet, at least to me :P... Some images: more: https://forums.eagle.ru/showpost.php?p=3541242&postcount=15324 I made some corrections, adjustments and added more fine details, many of them very subtle and only visible when zooming in and/or at certain light angles, but i think they are worth and make a difference, so these screens are not from the last version. Hope you like it, bye and had a nice day!!:thumbup: Update v1.1: -Added correct "no step" warning stickers on horizontal stabs, flaps and borders of attack. -Added pilot custom helmet with weathering effect (also custom roughmet map for it). -Refined External tanks roughmet map. -Added dust over cockpit dashboard and improved vent holes (also included in roughmet map). -Refined and realistic for this unit engine nozzles. -Increased detail for many zones of rivets and joints (also for the roughmet map). -Added some new details. -Improved Roughmets maps with new weathering effects. Update 2.0: -Added all remaining access doors tags and their respective paint clearance. This was possible thanks to the GREAT job made by "Luft" and his improved template. Thanks mate!! -Refined some fuselage lines visibility. -Added new realistic and improved nozzles with proper customization for this unit. -Corrected some decals to better match the ones on this unit. -Corrected some decals size issues. **Note: Screens are not fully representative of the final/updated version/s. Enjoy! Download link: https://www.digitalcombatsimulator.com/en/files/3301005/
  19. Thanks mate!, Its already submitted and fine tuned.
  20. Wow, in the latest patch the souds have been greatly improved (for planes at least)...now each sample blends smoothly and finally the distance is taken into account progresively as you change power and/or aspect from the view...GREAT improvement!!, thanks!
  21. Hi again guys...finally, I finished my new 25th anniversary of "Ala 15" skin of the Spanish Air Force, to me, one of the coolest skins ever made for the Hornet...I put a lot of effort on this and went crazy with some little details, as much as possible, also, I made very detailed Roughmets maps in order to capture the subtle details of the paint parts or weathered places...it will be available very soon...some pics of details: Bye!!
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