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Everything posted by SCU
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This has been reported a few times before by me and others. The pitch ladder in-game is fixed at center, which is not accurate, while in reality it should be centered on the FPM (Flight Path Marker). The FPM itself has a limit on the HUD's bottom border (I don't know about the other borders) and doesn't simply disappear when it goes off limit. Here's a good video reference as to where exactly is this limit on the HUD: [ame] [/ame] One other thing is the acceleration/deceleration carets. They don't have a limit as to how far they go away from the FPM, up or down, according to a video like this (and many others): [ame] [/ame] Make sure you watch the whole video and notice the behaviour of the accel/decel carets. In all these videos you can also notice how the pitch ladder is centered upon the FPM.
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The second quote suggests, for me at least, that you think that the A-10 in the video had minimum fuel and no ordnance. That's why I replied saying that that's something you and us don't know.. unless of course the comms thing I mentioned was true then at least we know a fuel count. Which is why I mentioned inside parenthesis that I was not saying it was 20% actual game realism. I think now in hindsight that 20 was too extreme, but I was just saying it as an example. I agree that the A-10C in DCS is in the 95% to 98% realism range, but it's the little things that can make your simulation experience a lot more immersive, for some people it can be a make it or break it thing.
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Disclaimer, I have no real knowledge of jets, never piloted one, maybe never will, let alone military jets. But, :megalol:, I do my research and analyze (basicly only just notice stuff, basic human skill) the vids and tapes. So you can choose to believe what I say or not, that's your choice, just don't exclude my findings as wrong unless there is evidence to the opposite. A few FYI's about this video. Did you know that all the chirps and distorted sounds you hear from the start through the video are not just some tape distortions but actually the AN/ALR 69 RWR's F-16 specific tone, one of many for each known radar type, which are not modeled in DCS (just a unified tone for any moving contact on the RWR screen). If the modelling of this sort of breaches classified information or some other restriction then I understand why it wasn't modelled. Otherwise I see no reason. Also this A-10 did almost exactly a solid 12 seconds of chopped stall warning tone, it is literally impossible to do this with whatever precision anyone has in DCS without having a wing dip and losing control over the jet, and just so you know there is no precision required for this since doing more pull at critical AoA shouldn't be having the loss of control effect we have in DCS as evident in this video at 0:37 mark where the pilot pulls even more inside of the chopped tone and is also a fact from the actual A-10C (& A) flight manual that has been mentioned before in this thread if you care enough to look for it. You don't know how much fuel the A-10 in the video has and whether it has ordinance or not. It could be about 6.5K lbs of fuel like the other jet says on the comms at the start of the video "*something* Two Three 6.5, 5 Gs". If that's his wingman then that could be an indication of how much fuel the A-10 in the vid had because wingmen mostly have close enough fuel load to each other. I could be wrong though. The best way to get through this is to test it at the top best ideal conditions, minimal weight & no ordinance like Raistlen said. This video is well before 2012. It's actually an A-10A model evident by the absent G-meter indicator at the top left of the HUD and different weapons information in the bottom left, probably the video is sometime in the 90's to early 2000s I only want this simulator be what it's meant to be. As realistic as possible. Not 100%, which is impossible even for Air Force sims, but also not 20 (I'm not saying that it is, it's much higher :), just trying to make a point), I paid money expecting that, this is how it was advertised and this is what I and everyone who paid good earned money should get. If I sound deeply critical or picky... or both, I really truly didn't mean it and am sincerely sorry if that's the case, this is just my way of making a point :smilewink:.
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The dive angle itself makes no difference at all.. All it does is get the plane to the .6M+ speeds. What makes the difference is the AoA which is a function of stall, stick pull, and Mach no. which is a stall tone's function.
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Stall Test.trk The second and third attempts show this behaviour clearly (3 attempts in total). Also I noticed the elevators lose complete effectiveness at about .8 mach that I had to use the speed brakes to lose some speed in order to be able to pull up. I have no clue if this is normal behaviour or not.
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Sure I'll try it now again and will post it in a bit.
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Here's the vertical strafe HUD recording I talked about earlier: [ame] [/ame] Now while the mach number is not shown in this video, the airspeeds and slant range to target can be replicated in the sim giving approximately the same mach number while pulling up like in the video. The pilot in this flight has apparently lowered the volumes of the stall tones, the steady one more than the chopped. Notice how when the chopped tone plays the pilot pulls even more without triggering any wing dips or spiralling like what would happen in DCS, which shows how more forgiving the stall behaviour is in the real life A-10. It also seems like the steady tone triggers as his speed increases while his nose is steady on an 80° dive angle (with no pulling or pushing). In DCS, you will do the same pull at the same speed and dive angle and most probably spiral out of control until you relief the stick a bit, all without the stall tone(s).
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I believe about 15 units. But it's hard to tell because i need to zoom in on the AoA gauge and make sense at the same time of the stalling behaviour. Anyway I'm trying to test this again right now and will try to figure out some more accurate numbers. EDIT: I just tried this, and as I said it's hard to tell, but as far as I can tell the plane starts to spiral at 0.75M a bit before the AoA gauge reaches 15 units, all before the stall tone sets in. The tones start setting in as the mach number goes below something like 0.71 mach while pulling and the spiralling stops, and the mach does go down really fast at this point.
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Thank you, this is what I'm trying to say. @YoYo, I tried pulling up at 0.75M yesterday, wing dips aggressively before the steady stall tone.
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My mistake, I meant at speeds above 0.7 mach. Corrected
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No one doubts this fact. What the pilot said in the reddit post (and what I have been trying to say for quite a while too) is that stall behaviour is much more forgiving in real life than in the sim. The stall parameters charts in the official documents states that after exceeding maximum AoA (of 25 units iirc) the plane starts to buffet. Nowhere does it state that wing dips and deep wing stalls occur like it does in the sim. Also all the A-10 videos available on youtube including cockpit recordings (HUD recordings & GoPro cams) show that the real life counterpart truly enough is a lot more forgiving when above critical AoA than the sim. I can provide you these videos & the stall charts if you want. Something else regarding stalling, is the stall warning tone at high speeds. In the sim when above mach 0.7 and increasing the AoA the plane buffets and wing-stalls long before the stall tones (yes both of them). There is a HUD video of such a run on youtube where the pilot pulls the plane with the appropriate stall tones and even more AoA (visible by comparing the gun cross with the Flight Path Marker) than you can at the same speeds in DCS according to my testing, which I'm not saying are perfect but I tried this both in 1.5.x & 2.0x and I can't do the same AoA's as in the real life video without spiraling. This is detrimental to vertical high angle strafe runs (below -60° angle) where you have to pull the plane up at high speeds before hitting the ground in the sim. Just tell me if you want said video and I will share it. Don't take this as criticism, I'm just really trying to help make this a better and more accurate plane for everyone :).
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Summery of Q&A Session with an A-10C pilot, asked by DCS players
SCU replied to Raistlen007's topic in DCS: A-10C Warthog
I guess we should consider these inaccuracies as "bugs" and maybe then the devs would pay attention. I don't know.. -
Summery of Q&A Session with an A-10C pilot, asked by DCS players
SCU replied to Raistlen007's topic in DCS: A-10C Warthog
There is also the issue of yaw dampers, which I don't think are working correctly in DCS's A-10. As I understand it we should't be getting so much wobble when rolling, at least not as much. -
Summery of Q&A Session with an A-10C pilot, asked by DCS players
SCU replied to Raistlen007's topic in DCS: A-10C Warthog
I always knew that the flight model when it comes to stalling in the A-10 was completely inaccurate. I made a thread about this a while ago in which I mentioned that I saw A-10 HUD videos where the pilots ride the chopped warning tone and more without the wing dip/stall tendency we have in DCS. I deeply & profoundly wish for the developers to tweak this to be realistic & nail it this time. I feel the same way too also by watching HUD videos where the airspeed doesn't bleed as much as in the sim while maneuvering, and they are regained faster as well. But perhaps this could be because of weather differences (temperature/density etc). Overall I believe we should all forward this to the developers or someone to tweak the flight model to delay the aggressive wing stalling behaviour & maybe redo their research on the engine specifications and tweak it if they find it unrealistic in the sim. -
I have this GAU 8 sound file that I have personally edited from a video to replace the one in the sim, but I'm having a hard time trying to make it sound seamless in game where it loops the file with a pause making it sound very unrealistic. I'm really not experienced in modding so I ask you the more experienced ones for advice on how to make this file GAU8 Sound.rar sound seamless in game (you might wanna lower your volume for this one). By the way, feel free to use this file and distribute it if you like it :).
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correct as is flight path ladder problem in the A-10C HUD
SCU replied to memorg's topic in Bugs and Problems
There is a chance that you never had a flight/mission where there were winds strong enough to render a noticeable ladder drift, then when you came back you played one with a strong wind and thought this was a new thing. I'm relatively new to DCS so I could be wrong and the drift was recently implemented, but judging by the other posts it seems it was there since the beginning & you just didn't play in the conditions to make you notice it. Edit - try flying a mission with calm winds (max 2 m/s or so). -
correct as is flight path ladder problem in the A-10C HUD
SCU replied to memorg's topic in Bugs and Problems
There is 60 knots of crosswind for ya in an F-16: Note wind information right bellow steerpoint 8 "Fuz". So you see, it's a completely normal thing, even though the F-16 guy could have cutout the drift but he didn't cause it's a personal preference. But when it comes to the A-10 we're pretty much stuck with the drift afaik. It pretty much depends on the wind conditions on your mission plus your heading in relation to the wind. -
Is there anyway to modify A-10's stall characteristic?
SCU replied to SCU's topic in DCS: A-10C Warthog
I can't help you on that sorry, haven't tried it yet. -
Is there anyway to modify A-10's stall characteristic?
SCU replied to SCU's topic in DCS: A-10C Warthog
My bad, I didn't word it correctly. I meant to say that the stick force needed to stay below critical AoA changes with speed (mach no.), or at least it is so according to the stallparams lua file, which shows decreasing max AoA (weird A-10 units) as the mach number increases. My point being, if the stall modeling (or stall tone onset) in game is accurate then that pilot in the video must have out of this world precision to stay within the very small margin of stall while maintaining visual on target at the same time. -
Is there anyway to modify A-10's stall characteristic?
SCU replied to SCU's topic in DCS: A-10C Warthog
All I'm saying is that I think in game either the wing stalls happen too early or the chopped warning is too late. I understand the pilots irl can feel the forces and their plane but it would just be too precise to stay within this super tiny margin for someone who's got all his focus on the enemy jet, even with more precise controls. Remember that the stall onset is a function of speed which he can't monitor because he's got his eyes on the bandit. Anyway I'm happy with my new setup, I can now max perform my plane like the real guys do (at least that's what I think) and I felt that I should share it for anyone who feels the same as me. -
Is there anyway to modify A-10's stall characteristic?
SCU replied to SCU's topic in DCS: A-10C Warthog
Only issue is, it is not realistic; see the video I linked in my other post and I have a few more showing real life A-10s ridding the chopped with no wing falling/spin tendencies. In my linked video is an A-10 dogfight vs F-16 where he rides the chopped tone for about 12 seconds straight with no indication of a stall whatsoever. -
Is there anyway to modify A-10's stall characteristic?
SCU replied to SCU's topic in DCS: A-10C Warthog
The Beep Beep Beep is actually the hard one, the steady beep is the easy one. The steady triggers at a shallower AoA than chopped, I think you got it mixed up :P. -
Is there anyway to modify A-10's stall characteristic?
SCU replied to SCU's topic in DCS: A-10C Warthog
It is doable, but only in certain attitudes, speeds and many other parameters. Otherwise most of the time you will certainly get a wing dip trying to ride the chopped even when you're super careful with your stick. -
Is there anyway to modify A-10's stall characteristic?
SCU replied to SCU's topic in DCS: A-10C Warthog
Bump! I've found a way to circumvent this. I have simply altered when the warning tones will be triggered, for example: the chopped tone by default will trigger at 23.8 AoA at 0.2 Mach, I changed it to 23.35, the value for the steady tone, and lowered the previous steady tone value, meaning that at 0.2 Mach I will get chopped tone where I would previously get the steady one. To do this it's simple: find this file DCS World\Mods\aircraft\A-10C\Cockpit\Scripts\STALL\StallParams.lua Make sure you back it up first. Alter the numbers next to each mach number to a lower settings. Personally I've configured 0.2 through 0.4, since I'm rarely above those speeds, so that the chopped tone will trigger when the steady tones would previously trigger and the steady tone will trigger before that at the same interval in the default settings. Personal setup: {0.2, 22.95, 23.35}, {0.3, 22.55, 23.1}, {0.4, 21.8, 22.5}, {0.5, 21.0, 22.05}, {0.6, 19.45, 20.85}, {0.7, 15.4, 16.75}, You can set this up to your liking & feel free to spread this info on the mods subforum, I'm not sure if this has been said before but please don't take all the credit to yourself if it hasn't ;). Fun fact, now you can do this without wing dipping: -
Flight Qualifications Campaign
SCU replied to Sabre-TLA's topic in A-10C Basic Flight Training Qualification DLC
Oh my bad, I didn't realise and never noticed that the glide slope indicator works without using the ILS and setting its frequency. Thank you, now doing this mission is a lot more easier :).