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SCU

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Everything posted by SCU

  1. I understand and accept that sims can't be fully simulated. But when something in the sim doesn't actually happen in real life that is where a line should be drawn. There is nothing hard or unknown about the A-10's stall & departure performance, it's all out there for anyone to read about. I'm not claiming to be an A-10 engineer or a pilot. Heck I'm not even either of those without relation to the A-10, I'm only stating what I noticed with comparison to the real documents and recordings.
  2. I doubt that those guys felt the G's...
  3. Those pilots can keep up with up to 9 G's. So the max G limit for an A-10 of 6.5 or so isn't really gonna stop them from pulling more (which they do). As I said, an actual A-10C pilot tried DCS's A-10C and has commented on reddit that the real jet is more forgiving at high alphas. I also have proof for what I'm saying from the real -1, it's all ready in a text file draft on my computer but unfortunately I can't share it here as Sith said. I have reference to lots of real life videos and HUD tapes that prove what I say. Even though I can't "feel the G's" through watching those videos, it's still clear that the stalling behaviour we have in DCS is incorrect. Suffice to say there is no mention in the -1 whatsoever to the stall behaviour we have in the sim. Try the maneuver between 0:29 & 0:41, which is a solid 12 seconds of chopped stall tone, in DCS. You can try it with the lightest weight possible, clean config & the most ideal conditions and you will lose.. you will lose control and your wings will keep droping. Granted this A-10 has a decent amount of fuel (obviously so he can RTB after training) and carries 1 AIM 9 at least.
  4. I'm sorry what? Edit: oh I read it again. I wasn't talking about turn radius or turn rate or time taken until you reverse your heading.. I'm talking about high Alpha performance. The wing shaking and dropping behaviour when you're attempting to ride the chopped stall warning tone. It's not right, per the real jet's -1 manual, videos and an actual pilot who said that on the famous reddit Q&A.
  5. So? Anyone at ED have anything to say about this? Am I wrong, right and if so will anything be change about it?
  6. I do have curves, and it's TM warthog.
  7. Complete with split S at low altitude & crash in the end. It did show some uncommanded roll before the crash. Note all the uncommanded rolls throughout the track. Like I said, some of the sudden jerks will not go out of control due to their fast and brief nature. http://forums.eagle.ru/attachment.php?attachmentid=146945&stc=1&d=1472063835 Conditions: http://forums.eagle.ru/attachment.php?attachmentid=146946&stc=1&d=1472064169 Stall Test1.trk
  8. Okay then.. (Cockpit) (External view of the same maneuver) These videos are from airshows as you can see, the jet is obviously clean & probably on minimum fuel for top performance. I'll post track later with similar setup and good conditions for comparison. You can see how the plane is jerked with a buffeting behaviour and no wing drop or rolling which is how it's described in the manual (so shameless of me :lol:). This would probably work with the light weight setup in the sim, but only because it's a sudden move and doesn't give time for the wing dip coding in the flight model to set in or something, I'm not a coder I don't know, but trying to sustain it you will definitely lose control. If the plane IRL rolls on higher than critical AoA's I don't think the pilot would risk such a move at such low altitude close to watchers. (HUD tape) Brief hard pull up, but you can see if you look closely how as the chopped tone sets in there is buffeting of the airplane and only that. Buffeting is more clear here: I counted about 9 seconds of chopped tone in this one. I don't think that's possible in DCS with perfect conditions and lightest configuration. You even don't get any stall tones at the airspeeds in this specific video (above mach 0.7) with the same pull, you just spiral out of control until relaxing the stick. (I'd lower the headphones volume before watching) The first 12 seconds or so are mostly riding the chopped tone at slow speeds, again unlike in DCS, no wing stall or dropping. Also this is a combat operation recording, I don't know how that makes a difference but I thought I'd let you know. The fuel is really low (13:45, below bingo) as you'll find out as you watch the video later on (it's 20 mins long). I'm not sure if weight should affect stall behaviour directly. Genrally (shameless plug i know) you should read the stall & departure sections clearly from the manual and pay attention to the details talking about sideslip and yaw-roll coupling. There's still more videos where those came from, I haven't shared the dogfight ones yet, but the post is getting too long already, maybe I'll share em laters and maybe some tracks too.
  9. The wing drop behaviour when reaching critical AoA or above, shouldn't happen in reality. I had initially prepared a wall of text referencing mainly the A-10 official dash 1. But now I realised I could get into trouble for sharing it and just saved what I wrote in a text file. The draft I wrote includes excerpts of texts I quoted from the manual, and the sections/pages of them. If it's ok I will share here the draft I wrote but if not, well I will just have to make do with videos. I can share a good number of videos which I hope they are evidence enough for you.
  10. I felt at some point he was gonna roll inverted and slam the plane into the ground just to shut her up.
  11. I know you just reminded me of that video ;).
  12. You reminded me of this one hell of a patient pilot: [ame] [/ame]
  13. That's the case for me in 1.5.4 too. What could be related to this is that when landing it's impossible to aerobrake for me at least, the nose slams very hard onto the ground almost as soon as touch down. This looks like a case of wheel brakes being automatically applied or something like that. See this thread: http://forums.eagle.ru/showthread.php?t=172636
  14. The acceleration vector behaviour was changed in the last update to better suite its real version. Maybe something was broken while doing that. I haven't experienced what you described after the last patch personally, better wait for a dev response.
  15. I would pay if they sold this feature! (jk lol)
  16. I remember reading before buying the Mirage a post from one of the Razbam developers that the plane will have an English version, I was initially not going to buy it because I'm really really bad with French even though it's a beautiful plane but after I read that I was motivated to buy it. Unfortunately I can't find this post now and I'm thinking I might have imagined the whole thing :cry:.
  17. The pitch ladder should be centered on the FPM at all times. In game, while in 'approach mode' when the FPM goes to its bottom limits while in a bank they get "disconnected" where the FPM continues to go downwards and the ladder stays at the same limit it had in the normal 'NAV' mode. Remember as I said before, in-game app mode FPM has a more further downwards limit. The pilot IRL doesn't really need to see the FPM while pulling hard. On the contrary, in a situation like this the pilot could use the extra declutter from such a move. I don't know how collimated displays look from different perspectives. Does a symbol on the HUD seem at the same place in reference to objects ahead of it to the pilot as it does for the gun cam, or say when the pilot moves forward or to the right? I'm not really sure, someone who has experience with this would have to answer us on that. But in DCS's Mirage symbols do move when changing perspective. An easy way around that would be to set FPM's limit in game from gun cam's perspective, if possible.. It's even more easier that it still holds true that the FPM's limit is some distance below the inverted T indicator (which is available while on the ground), easily deduced from the video I shared, while in game at the moment the limit is right on top of the inverted T.
  18. SCU

    Egyptian Livery?

    I can't agree more.
  19. Hey again, I've seen the last update and it looks awesome! However a little fine tuning to the changes could be made. Not to sound picky but I care for as much realism as possible. The bottom border of the FPM in the first vid is a little bit below what is currently modeled (in 1.5 at least, haven't opened 2.0 yet). To make it easy, the FPM's limit is about on the base of the pitot tube, also confirmed by the video from post #14, if the point of view from the HUD doesn't make a difference for the symbologies' positions in relation to other objects, which I believe it doesn't... make a difference :P. Another easy reference is that the limit is some distance below the inverted T, as you can notice from the video the FPM stops right about the video's very bottom border.. comparing this fixed position with the inverted T from takeoff you can get the exact position. Also in DCS after the update, the pitch ladder in app mode "loses" its interconnection with the FPM when it goes near its limits. Otherwise as far as I have experienced the pitch ladder behaviour is spot on! Cheers and nice work on this module guys :) Edit: The current FPM in DCS stops right on top of the inverted T iirc. Edit2: I just noticed that in-game in approach mode, the FPM has its limit like where it is in the video, the pitch ladder in this mode still "remembers" its limit from normal NAV mode. I guess you don't have to do anything about this matter except make the FPM have the same limit in app in every other mode and update the pitch ladder to match it, I guess.
  20. Thanks, I thought it was friday too but wasn't completely sure
  21. Do you, or anyone else, know when the next patch is may I ask?
  22. Thank you Smiley. The HUD should be almost perfect, now to sit and wait for the update :).
  23. Update: The FPM's limit in the upper HUD can be confirmed at 05:35 minutes mark in the first video of the first post. You can see it's just above the heading tape. I had a look on the Mirage in DCS yesterday and if I remember right the upper limit in game was right on the heading tape. If that's the case then I think it should be like in the video, a little distance above the tape.
  24. Here's a more up to date video I just found to confirm the FPM border limit: (watch on youtube, embedded version won't work for some reason) [ame] [/ame]
  25. That's very good news. If you want more videos to look at just let me know, I know of a few more. They include some dogfights as well if you'd like to confirm/fix any other symbologies or behaviours. Some over the Aegean and others were training.
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