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SCU

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Everything posted by SCU

  1. In my case it doesn't always happen & I at least wasn't able to pinpoint the exact reason why it happens or how to reproduce it.
  2. This happened to me more than a couple of times, sometimes with ammo sometimes without (I think mostly without though can't really remember I'm not really simming much these days). And no it wasn't ground effect, it was a full on aggressive pitch up exactly the same as when you yank the stick considerably backwards, literally.
  3. 1- In all my tests in DCS I'm using clean wings & light weight with basicly the same result. 2- From the dash 1: "Power setting or SAS do not significantly affect stall characteristics.".
  4. Ah well good to know, I got them all mixed up to be different names for the same thing :P. If I get you correctly then that's what I always meant by "wing drop".
  5. BTW the manual mentions "wing rolloff", is that the same thing? (That "rolloff" is mentioned to happen with large speed brake deflections & are usually mild but more abrupt with flaps down)
  6. I've just tested the A-10A and you're correct. While the wing drop or rock, as GGTharos puts it, doesn't happen when reaching chopped tone, it's still there when pulling more into the tone so it's either wing drop is delayed or the stall tones are triggered a bit earlier in the A version. Same thing in the C version manual.
  7. Yep at specific Mach speeds the wing drop is slightly delayed than at other speeds so that you can ride the chopped tone inside of those M speeds. But it doesn't mention the wing drop behaviour the way we get it in DCS. We can pull to 25 even and yeah in the sim most of the time it is possible without wing drop as shown in the track i posted earlier but as you said that's as long as we don't stick around. It still holds true that we can't perform in DCS with the lightest & cleanist configuration possible with the best weather conditions, all of which were almost certainly not the case in linked video & various others :).
  8. While I don't know how it works & while it's an ED module it's worth mentioning that the A-10C shows the correct wind heading in its display (opposite to what's in ME), so ED have already solved that in their plane. Sent from my cell phone using Tapatalk.
  9. How about the wind indication issue Zeus?
  10. What matters more to me is that Razbam fixes the wind direction indication in the PCN, I'm guessing that the DV/FV mode is still WIP? As for ME that's something for ED to fix and doesn't bother me that much, I just need to reverse my 'wind thinking' for the brief times I'm in the ME then return to the 'normal wind thinking' when in the flight. It can be confusing at first though ;).
  11. BTW this incorrectness is the same in the M-2000C. I just set 90° winds in ME for all altitudes, the PCN shows 90° & while travelling north I get eastwards drift too. Shouldn't it be reversed in the PCN (270°)?
  12. Have you set it at 90 for all altitudes?
  13. I'm not completely sure how it should work in the Mirage, but when having the PCN Parameter Selector knob in the DV/FV position isn't it supposed to show the heading the wind is coming from not where it's headed? i.e. The wind is moving from west to east which is said to be a 270 degrees wind, but in the mission editor and the M-2000C PCN it's the opposite (90 degrees wind). If so is it a known issue? Thanks! :)
  14. SCU

    RWR issue

    If the problem is with sound file length, can't it just simply be trimmed in Audacity for example as a temporary solution?
  15. Either way I'm happy that new info or incorrectness are getting looked at for this oldish module :).
  16. Does this mean the proposed information will actually be implemented in the DCS A-10C?
  17. Is there a certain reason for this?
  18. SCU

    LS code

    It doesn't work that way, it's called Digital Combat Simulator for a reason, I bought the modules on that basis and you have to remember there are other people playing this sim too. Like it has been mentioned, there are other ways to fix this in a more realistic way so patience is your only choice, sorry mate. Saying that you want it fixed NOW & in my WAY isn't how this works just because you can't wait... Seriously?
  19. Well then in that case the PDF that comes with the module is wrong or I got this all wrong somehow. In page 70 of the manual:
  20. This doesn't necessarily mean major for us, but would require some hard work on devs' part. The boresight incorrectness if fixed only by itself will result in a myriad of bugs, since a lot depends on that little cross, including incorrect AoA readings & therefore incorrect APP mode AoA guides, incorrect gun snake position but that should be easy to reposition I think & incorrect guns boresight, and that's just what I know of there could be more stuff that would need to be reconfigured if the waterline is changed. IIRC from the DCS manual, the gun's boresight is the same as the plane's longitudinal axis (waterline in manual). Edit: that's assuming that my 'finding' is correct in the first place.
  21. As the other guys replied I also think the Mirage is almost feature complete. However there are still some problems that need to be fixed, some major. One issue that has been reported a few times is that the artificial horizon indicator in the HUD is slightly lower than what it should be & therefore the FPM and maybe the pitch ladder too, seems like a really minor issue but read on. Something else that is not reported as far as I can tell is that the waterline/gun boresight is wrong & is about ~2° higher than the real life plane, I derived this from comparing HUD tapes to in-game HUD using gun cross & heading scale as reference against pitch markings, I haven't reported this in a dedicated thread yet because of the aforementioned horizon line & pitch ladder problem, hopefully if any of the RAZBAM devs (CptSmiley, Zeus or other) read this please investigate this horizon line/pitch ladder/FPM issue & correct what might be wrong with it, only then the boresight issue should be looked into and I will share the pictures that lead me to this conclusion to help with that. If I'm correct, which I'm not btw saying that I am, the implications of this can be quite severe. The AoA readings will need to be reconfigured and some changes in the HUD to accommodate the new gun cross position are what comes to mind, so some work time will need to be put into this adding to the time until we see the Mirage in a full release :(. Hopefully this is just me & this would be an easy thing to fix or better yet I've missed something & it's actually correctly implemented and needs no fix at all. As gloomy as this post may sound (not intended) I will still recommend this module for you & anyone who likes fighters. It's just an awesome experience that I wouldn't miss ;).
  22. Good point.
  23. 482 in my case :confused:.
  24. I'd keep them around just in case :lol:.
  25. Changelog is up guys. Lower your pitch fork gents, the folks at ED raised their white banners :P.
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