

earnil
ED Closed Beta Testers Team-
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Really struggling with transition to landing config
earnil replied to SPS48A's topic in DCS: F/A-18C
Really struggling with transition to landing config You need to understand 2 important things. 1) Your stick doesn't control you flight control surfaces. It doesn't do pitch up/pitch down. It tells the FCS what you want and the FCS moves the flight control surfaces accordingly. 2) Your FCS has 2 different ways how to interpret what you want a) in clean config the stick forward/aft tells the FCS what amount of G you want (and so does trim) b) in landing configuration, the stick tells the FCS what amount of AoA you want (and so does trim) So stop thinking about this in terms of pitch / speed. It's AoA from now on. Let's go over what happens during the transition into landing config. You fly level, clean, at 250kts. Your AoA will be about 4 degs and with stick neutral your FCS is maintaining happily 1G. As soon as you lower the gear and flaps, your FCS switches the modes and starts to worry only about AoA. Now, remember, it's current settings is AoA 4 degs. It's trimmed to 4 degs. But since you lowered your flaps, your wing is now generating much more lift and therefore, if the FCS want's to maintain 4 degs AoA it needs to pitch up. That's where the ballooning comes from. But, you can use your stick to tell the FCS what kind of AoA you want, so you need to put stick forward to tell the FCS - yeah, I know the trim is set to 4 degs, but I would very much prefer if you maintain about 0 degs AoA (that's level flight with flaps down at 250kts). Therefore, you need to use stick forward inputs to tell the FCS to decrease the commanded AoA. You're basically overriding your trim settings. Since you set your engines on idle, the plane starts to slow down. As it slows down, it needs more AoA to maintain the lift. As a result, as you slow down, you will need to ease off the stick forward inputs otherwise you'd start to descent. So just ease on the stick to let the jet slow down while maintaining level flight. At some point, as you slow down further, you will come to stick neutral position. This is a point where your trim settings match your stick command in terms of AoA. As you ease of to neutral position, you slowly start to throttle up to stop the deceleration. If you time it well (and you just need to do it for couple of times to get the right feeling) you will end up with stick neutral, throttle somewhere above idle, level flight, AoA about 4 degs. From now on the jet will maintain this flight. If you want to descent, you decrease the throttle, as a result, to maintain stable AoA the FCS will command pitch down movement and you will descent. If you increase your throttle, in order to maintain stable AoA the FCS will pitch up, arresting the descent. Next step is to trim to on speed trim settings - 8.1 degs. So as you trim up, you will notice that the jet will slow down because FCS is pitching up in order to maintain commanded AoA. You need to throttle up to keep the plane flying level. Ultimately you end up on 8.1 degs, on speed, level flight. Here's some exercise for you - forget about the boat start with 1) flying straight and level, at 250kts, just lower both flaps and gear and use your stick inputs and throttle to stabilize on level flight. Forget about trim. 2) once you master that, try the same, but using the trim to get on speed. You can start with #1 and then just trim after you stabilize, then try to make it more fluent so that you end up with being able to do in one fluent take. 3) Start to do it in a break 4) Once you master all of that and feel comfortable, you can add the boat and start to try the landings. -
Hey, I was hoping you can help me with following issue. I have 3 Cougar MFDs that are set up like this Left- in game ID F16 MFD 1 {9888B.... Center - in game ID F16 MFD 1 {019322.. Right - in game ID F16 MFD 2 {6F0B... I don't think it's necessary to copy entire device ID, it's just to show that while they're called same, they have different ID. So the problem. Some of the buttons on Left MFD stop registering in game for some planes. They still work perfectly in F18, they still register if I try to bind them for any other plane, but, when I press them in game they don't work. I'm 100% sure it's not hardware issue. They work ok for the F18 after all. Here's what I've discovered so far All works well: F18, M2K JOY_BTN 8, 9, 10, 21, 22, 27, 28 (that's three bottom buttons in right vertical, SYM rocker switch, GAIN rocker switch) won't register in game F14, F16, JF 17 It used to work ok, but about 2 months ago, I suspect after a patch, it stopped working. Unfortunately, I can't tell which patch broke it. I have no idea how to debug this. I suspect it's some sort of conflict between Left and Center MFDs but beyond that, any help would be appreciated Thanks! earnil
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One button for flares, another for chaff, possible?
earnil replied to madeiner's topic in DCS: F-16C Viper
My setup on CMS warthog switch is like this: CMS forward - start program CMS aft - wall switch CMS left - select prog 1 CMS right - select prog 2 Prog 1 is chaff only, prog 2 is chaff + flare, wall program is panic. This way you can have Progs 1 / 2 for your normal stuff and wall for dogfight or MANPADs evasion. -
[BUG] Home base waypoint incorrect via Jester via F10 map
earnil posted a topic in Bugs and Problems
Hi Heatblur! I think there's a problem with setting up Home Base waypoint via Jester via F10 map. How to recreate: 1) Cold startup 2) No predefined waypoints 3) use F10 map to create waypoint 4) use Jester to set that mark as Home Base waypoint. As shown from attached pictures, while Tunb Island, which is the intended Home Base is bearing 228 degs, HSI shows something over 130 degs. Range is correct. Attached is track file and the pictures. While I didn't do it in the track attached, same thing happens if I use manual input and just input the coordinates directly. Also, WP1 and WP2 are being shown correctly, with correct bearing and range. I think there's same issue with Defense point WP, but I haven't tested it extensively. F14 INS Test 2.trk -
I highly appreciate the work you guys are doing on the Viper but please, please, please can someone look into countermeasure rearm. It's such a low hanging fruit! It's massive quality of life improvement for anyone who flies Viper in MP and on the other hand such an incredible annoyance. Just imagine, you have a great sortie on a server like Blueflag, the battle is in full swing, you land for quick rearm / refuel on newly captured enemy field but - eeeee - you used countermeasures so now you have to despawn, respawn on home base far from action, go through INS alignment again... Just because two numbers don't update correctly. I have no idea what kind of technical challenge it is to fix it, but at least for me, who plays almost exclusively MP, it makes flying Viper supremely frustrating now. Otherwise, great job though, appreciate all other fixes!
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Just here to add to popular demand - +1 to eastern planes!
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Even after this update, you can't rearm countermeasures at all. How to reproduce: 1) take off 2) use any countermeasures 3) land 4) use F8 to rearm you're stuck with what you have (or rather don't have). In MP, that means that every time you use CMs you need to take new airframe. Almost as annoying as repeated bugreports on same issue.
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Sorry for the duplication! Maybe as suggestion it would be worthwhile to add something like "things you report but are WIP" thread next to or into 'Known bugs' thread. I checked entire bug report section, I checked planned systems section, I checked known bugs section and since I didn't find it anywhere there, I made a report.
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This issue is related to both MP and SP. Regardless of whether there are already any existing steerpoints or not, you can't add new steerpoints through DED. It will allow you to enter the coordinates for new steerpoint but it doesn't show new steerpoint on any display (HSI, HSD, HUD) Attached picture is from SP mission, steerpoint 1 has been added in mission editor, steerpoint 2 was added using DED.
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Excellent that, along with running VA PRIOR to the DCS fixed it. Thanks again, it was driving me crazy:)
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Hey guys, sorry if this is not an appropriate place to ask this question - if that's the case I'd really appreciate if you could direct me to right place. So I have a Voiceattack with VIACOM plugin and when Voiceattack is running it keeps popping on and off the Comms menu, every 5 seconds approximately. I tried multiple things to deal with it, like deleting the keybind for Comms '\', deleting and having VA recreating lua file in Saved Games\DCS\Scripts\VAICOMPRO\VAICOMPRO.export.lua It does this presumably for all the planes (tried F18, F14). I have discovered older thread dealing with somewhat similar issue here but no solution proposed in there works for me. Does anyone know how to solve this? Thanks in advance!
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Operation Persian Gauntlet - Jane's F-15 Iran Campaign Reimagined
earnil replied to GrizzlyBear83's topic in DCS: F-14A & B
Same here - CTDs even when using the optional campaign file. For me the crash occurs almost always very after I splash first bandit whatever it is. And this was true for the anti-heli missions as well as the later ones. -
I did not see it mentioned anywhere so another small tip would be - use rudder for small lateral adjustments when connecting with the basket instead of bank. Also, make your adjustments while moving forward. Lot of people have a tendency to get the basket into perfect position and then try to move forward to connect, but that's wrong (the movement forward = increased speed = you're out of trim = you must control pitch = your vertical control is harder) Counter-intuitively, but as shown in Maverick's video, you should be approaching the basket at constant forward speed. Accelerating and decelerating will cause your plane to pitch up/down. If you move at slow speed forward, you will stay trimmed making your vertical control much more easier. Try to push through the basket too, don't aim to 'stop' where the basket is.
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Also, the IFF result is not shown on radar page but on SA page. So, set your MFCD (the middle display) to SA and there you see the result of IFF interrogation. Sent from my iPhone using Tapatalk
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Because you're focusing on speeds. Forget about speeds, only thing you need to care about when you lower the gear and flaps is AoA. The fact that you deploy your flaps. Flaps change the shape of your wing and therefore relation between your airspeed, pitch angle and AoA. With flaps on AUTO, your AoA for level flight at 250kts will be about 4 units (depending on your weight). With flaps full down, your AoA for level flight at 250kts would be close to 0. FCS, when you deploy your gear and flaps aims to maintain constant AoA, which is 4 units. But your effective AoA now is 0 so the FCS will command pitch up movements to increase back to 4 units. That's your buck-up. Because when you use your trim with gear and flaps down you're not controlling directly pitch attitude (actually, you don't even with flaps on AUTO) but rather commanded AoA. What you effectively tell the FCS when you trim up is not "pitch up" but "more AoA". But what you're doing with your stick is pitching down which decreases your AoA (that's why it seems that it doesn't work). What you need to do is to wait for your airspeed to deteriorate further. As you fly slower, your required AoA for that particular attitude will increase and at some point it will match up with what you trimmed for.
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Got a good handle on flight controls, basic nav and weapons.. What next?
earnil replied to arvz's topic in DCS: F/A-18C
That really depends on what you want to do. Do you want to fly mostly SP missions, or do you want to try multiplayer against other people? Do you want to do A2A or A2G mostly? Do you just want to have fun or do you want to learn the plane more thoroughly? Anyway, Matt Wagner from ED has quite extensive series on Hornet: -
Since it's called KobyashiMaru, I couldn't resist just to try it. It's doable, but haaaaard. Couple of things: - your original loadout was bit too excessive on 120s. F18 handles like a brick if you put anything at all on those wing pylons. Take 2x 120 and 2x 9x, that's enough - and you can actually turn. - In the end I had to change CM loadout to 5 flares for terminal engagement and 115 chaff. With standard 60 / 30, ... I don't think it's possible to beat it. Tactics is pretty simple - stay in the notch, let them come to you and when they are close, about 10nm, after you beat that last 54, turn in and shoot them. You need to save your chaff for the close ranges so try to defeat the first two salvos with maneuver and once under 20nm always keep chaffing and notching until you see the missile pass, they tend to relock after you leave the notch or stop chaffing. Not sure what the AI does in 2v2 though and honestly I don't have that much experience in it, but you can try to split them and play it as 2 separate engagements and if they follow just one of you, the other one can flank them and shoot them. Tacview attached. Uf, good challenge though. Tacview-DCS-KobyashiMaru.zip
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Hello everyone! I've been playing with different loadouts on Hornet and noticed that maximum speeds you can reach, are, for some of them, rather strange. Two results that stand out for me are that max speed with 6x 120B is barely M1.0 whereas with 8xGBU12 and fuel tank it's M1.5 at same altitude. On top of that, carrying only 4x 120B seems to increase max Mach to 1.5. I'm attaching a picture with test results with different loadouts as well as the track for the 8xGBU test (all other tests were exactly same conditions). Other details: - Altitude: 40900ft MSL - unlimited fuel - immediately after start, BALT autopilot engaged, full AB - AIM120B are always single rack Apologies if this is not bug. If not, I'd be really grateful for explanation why these speeds indeed make sense. Thanks! FA18 - 8GBU Speed test.trk
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You need to keep notching the missile. 54C has a lot more energy then any other missile we're used to, so, if you exit the notch too early, it will reacquire you and still has enough energy to get you. Get to notch, pop chaff, and stay there until you're sure missile has passed you. Use this to close the distance to some 7nm and as soon as you defeat last missile at this range, turn in, use ACM to lock him and shoot. No point trading shots at long distances, he'll most probably defeat them anyway. Shooting from shorter ranges has many advantages - you can acquire him with ACM modes rather then looking for him, your missile goes active immediately so you can defend right away if he get's off another shot and it's much harder to defeat at this range. Also, some people make a mistake of trying to notch the Tomcat's radar, you need to notch the missile's radar.
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Re-lock is already implemented. If you lose lock, then reacquire it and the illuminated target is still within missile's gimbal limits, it will start to track it again.
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There's definitely an issue with Mav G warmup. Normally, what works for me is to go to A/G mode, with master arm on, select the Mav G and then go back to Nav. In most cases the warmup runs normally. But there are instances where it doesn't work. From my observation it's not only if you select AIM 9, but also if you select any other weapon, like GBU. It seems that the warmup process is canceled. I usually manage to get it going again by selecting NAV, then AG again and selecting MAV. Then it takes 3 minutes as per usual.
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Hi! I came across pretty strange bug when after jettisoning Mk82SE, when you then try to lock the target with 530D selected, it goes immediately to STT, rather then TWS and the TWS is not available. Here's how I can reproduce the bug: 1) Load CAP load + 4x Mk82SE 2) During the flight jettison all Mk82SE 3) Select 530D and lock target -> The radar goes immediately to STT or, if the target is too far away, crossed our PSIC is blinking on the screen. After you launch the 530D everything goes to normal and TWS is again available. The bug DOESN'T happen when I normally drop the bombs (i.e. not using jettison, but just selecting the BF1 and pickle them away) Two other points: - I don't know if it's related only to Mk82SE or other weapons as well. I tested just Mk82SE. - If Magic is selected instead of 530D, everything works as expected
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Yes, we can! I have TDC axis bound to TDC on warthog throttle and it works like a charm. The PCA logic is kind of buggy still so make sure that you have A/A weapon selected when trying to lock on target. For example, if you drop a drop tank, PCA keeps it selected even though the yellow light is not lit anymore which prevents you from locking any targets I don't remember the Mission 4 exactly, but the target also may be jamming - check if you have 'BR' in top left corner - then you can't lock the target until your radar burns through
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Just to clarify, the computer should recognize opposite runway or even different runway on the airport (if the reference code was used) automatically so no need to change numbers in BANA. NAV SYST pops up if the heading during takeoff doesn't match the expected one or if the initial alignment couldn't happen (for example if you're taking off with B1 already selected - you need to have LS selected for alignment to happen) or maybe (I'm not sure about this one) if you switch to NAV mode too early (you really should just before the takeoff). Overall there should be no need to use the reference button or change the BANA / GRANS setting if you're taking from known airbase. I think TERNAV beats the visual/RADAR fix, so if you have stat 5 with 0 error and you press RENSA, the fixes get deleted but you won't see any change because your navigation is already fully up to date due to TERNAV. The TILS transmiter is always of the side. It will lead you in but you need to fly last meters visually, it doesn't guide you all the way down.
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Sorry, I just realized that I misunderstood the part about different antennas. Yes, indeed, that can be the case, not just directly opposite. Sent from my iPhone using Tapatalk