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Everything posted by Pocket Sized
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I... I don't quite see how this relates
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I've found the Mi-8 (when lightly loaded) can take a bashing in the air quite nicely and looks pretty cool doing it. The only way to break the helo is by doing negative G (rotor hits tail), going over 2.5-3G (tail breaks off), and of course hitting the ground due to VRS, but as long as you keep some forward speed you're fine. Watch the G meter. If it looks like it's going to swing past 2.5 and on to 3+, lower the collective a bit until you can reduce the pitch rate with cyclic. Don't be afraid of doing large, sudden movements of the cyclic and rudder pedals as you can't mast bump and you have lots of yaw authority. There are no consequences to full lateral cyclic deflections. At low speed full back cyclic only risks overspeeding the rotors and possible VRS. There is a LOT more forward than aft cyclic authority. The Hip's engines are big and need time to spool up. Keep your ears open. If you hear the rotors speed up and the engines slow down, BE VERY CAREFUL when re-applying collective as the engines won't be ready to take the load for another 2-3 seconds. If you need to you can pull collective to save your arse at the cost of killing the generators, just land and reset the Pitch/Roll autopilot. A lot of you are probably wondering "but why?" Well,j most people don't expect to see the biggest helo in the game being thrown around like it's a remote controlled model. It also is good training for defensive maneuvers because it really teaches you the limits of what she can do in an emergency. Did I mention how much fun it is? Will probably make a video on the topic tonight.
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That's a stick pusher. They're usually used for AoA limiting (flanker, F-104, SR-71, etc) but I see no reason it couldn't be used as a G limiter. If you apply G slowly the stick pusher will save you in my experience. Or you can use muscle memory and pull near the limit then slowly proceed to brush against the stick pusher. Edit: Sniped while typing
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Second post on the first page of this thread.... :music_whistling:
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What an oddly specific question :P Yes, I believe it's a bit to the right of the base of the HUD.
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Confirmed info about the Viggen It straight up says: As if that wasn't enough, Cobra posted in the thread confirming much of the info in the OP. Edit: It seems like a lot of people don't understand the fact that they don't have to release screenshots and videos for every project.
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Not necessarily. Output of screenshots/videos does not correspond directly to progress. (Example: The Viggen is much closer to release than the F-14 but we have yet to see the Viggen in game, even though there's a cockpit video of the Tomcat landing on a carrier)
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I bet their original plan was to not talk about the Viggen at all until releasing the teasers. (Then the steam leaks happened) It has been confirmed many, many times by Cobra himself the Viggen is close. Much closer than the Tomcat.
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I'm being VERY optimistic here but... It sounds like they're hyping two separate events in the description of the video. Why would they tease a live stream a month in advance? Then again why wouldn't they...
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The quality of Leatherneck's teasers will never cease to amaze me!
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA OH MY GOD OH MY GOD
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If they were planning on doing a clickable Fulcrum they would have told us by now.
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The engines in real life are VERY easy to compressor stall especially at high altitude/low airspeed. This, combined with the plane's tendency to flat spin, means that if you let a departure develop into a spin the engines will stall and your controls will stop working because of no hydraulic pressure. There are a few more tweaks that néed to be made to the FM: If the AoA goes too far negative with flaps/slats extended (ie landing gear down or CADEC failure) the aircraft will depart much like the Flanker. It can be recovered by prompt retraction of the flaps, if allowed to continue it can develop into an INVERTED flat spin. Fun times are ahead.
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The F-5 is always my go to plane when I don't know what to fly. Stable enough to relax and buzz around but nimble enough to give you a real mental workout at low altitude :D
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If you're doing Mach 1 at low altitude the roll rate will reduce a lot. It's because there's so much air going over the control surfaces that the hydraulics can't move them very far. The 27 has very big ailerons that require a lot of pressure to move unlike the smaller rolling surfaces of the F-15 and MiG-21. In other words, stay below 1100-1300 kmh indicated and you'll be fine. For maneuvering you don't want to be above 800-900 anyway because you can easily overstress the wings and rip them off ;)
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I think I'm in love with the harrier flight manual :lol: https://publicintelligence.net/u-s-navy-natops-av-8b-harrier-ii-flight-manuals/ On a more serious note it turns out the harrier definitely does not like going fast. 0.8 Mach is generally considered 1G Vne. 0.72 Mach is safe for maneuvering. The main issue with exceeding Vne is uncommanded roll due to shock induced flow separation over the wings (it doesn't always happen to both wings at once). No mention of Mach Tuck which is nice.
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I just realized something... If the lift fan could be used in forward flight (impossible unless you rotated it 90° or added a massive intake/exhaust deflector) you could increase the planes loiter time by an absolute ton, it'd effectively be a turboprop
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Aren't pre-purchases announced in the weekend news though?
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Well aren't you just a little ray of optimism
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Predictions for tomorrow: 1. F5 until newsletter comes out 3. ctrl f "viggen" 4. no results 5. Smash computer 6. ???? 7. Cry
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the craziest cookiest and coolest kill ive ever gotten in dcs
Pocket Sized replied to pepto's topic in M-2000
At some point after OP's video was posted the mirage FM was tweaked to add very violent wing drops above 40-50 degrees AoA. -
AJS-37 has no internal gun sadly. But we will get the 30mm ADEN gunpods, two can be mounted on the fuselage and (iirc) they don't take up pylons that can be used for anything else.
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I'd say to delete the open beta. It is only ahead of the release version if there's a patch they aren't sure about which means it is usually buggy after an update.
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The optimum launch altitude is always the same: as high as you can go! The missile's motor produces more thrust and there's less drag. The Kh-58 really benefits from high altitude launch because of its very high speed. For the range it depends on what you're attacking. The Kh-25 I'd recommend launching at 3/4th max indicated range. The Kh-58 will usually hit at max range but the closer you are the faster it hits and the harder it is for the enemy to shoot down (this applies to both missiles)
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Is there a suggested order that is best to learn the modules?
Pocket Sized replied to Conure's topic in DCS 2.9
What he said about helicopters. Also, for air to ground combat start with the A-10A. It's very basic but has the endurance, flight characteristics, and situational awareness the A-10C has (minus the C's better RWR). For more advanced stuff ie strike missions go back to the Su-25T because it is faster and carries more long range weapons at the cost of situational awareness, maneuverability, and payload capacity. It's also generally harder to be effective with but can be very good in the right hands. For air to air start with the F-15. Care free handling, lots of gas, and very very good situational awareness are amazing when you're starting out. For older aircraft I'd start with the Korean War jets. Don't have to worry about engine management like in the WWII birds. They're really fun to just fly around and strafe targets with. The fixed reticule takes some getting used to but is rewarding once you manage to get a "feel" for the guns.