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Everything posted by flywaldair (Skynet dev.)
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Afterburner kick in
flywaldair (Skynet dev.) replied to flywaldair (Skynet dev.)'s topic in DCS: F/A-18C
I watched that video, and I am aware about energy management. My engines show 95% RPM when at max mil power. If the AB kicks in at 100%+ I guess i am lacking 5% for power management in the Mil range. I suppose that is giving me a hard time staying level and on the correct AOA in the downwind. -
Afterburner kick in
flywaldair (Skynet dev.) replied to flywaldair (Skynet dev.)'s topic in DCS: F/A-18C
That would solve all the AB Issues on different / worn out Throttles used by the player. -
Afterburner kick in
flywaldair (Skynet dev.) replied to flywaldair (Skynet dev.)'s topic in DCS: F/A-18C
I read that and I am running the latest update. I am aware that on a go around one would use AB. -
Hi there, I have been practicing landing the FA-18 on airfields. I noticed that at full Mil power ist not always sufficient to keep the aircraft level on the downwind especially when it is heavy. At closer inspection I noticed the afterburner detent on my TM Warthog may not exactly match the AB position in the virtual jet. Or do actual FA-18 pilots use the AB in the circuit on a regular basis? I would imagine the jet to be designed to be able to land without using the AB. Is there a way to see when the AB kicks in in the jet? Can I observe the fuel flow or the engine RPM? Or can I just check to see when flames come out of the exhaust nozzles? ;-). My guess is that in the real jet a very low AB setting may not produce any flames. There are a few posts on how to set up the TM Warthog: https://forums.eagle.ru/showthread.php?t=210137 https://forums.eagle.ru/showthread.php?t=208998 But none of the answers deals with the question at which point exactly the AB kicks in. If we know that then we can set up our controls to match that point.
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I recently talked to a former Tiger pilot in the Swiss Air Force. He mentioned that the Tiger has little chance against a modern fighter like the F/A-18. After a 360 turn he usually was out of energy, making him an easy target for a Hornet. The few times he got kills against a Hornet was when novice pilots where flying or when the opposing pilot lost situational awareness in a fight. He also mentioned that the radar was basically useless against targets further away than 15 miles. Regarding the flaps: he mentioned that they used 0 flaps for a better climb, but you had to remember to go back to auto flaps before a fight. Implying that the used auto flaps for dogfights. I will have him over to test my DCS setup with an Oculus im March. I will post about how realistic the simulator is after that. Personally I think the AI is overpowered. Especially when flying against AI F5's. Multiplayer against other humans is much more fun. The loose situational awareness and act erratic.
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I know a F5 Pilot who flew in the Swiss Air Force. He told me that one has to constantly trim the F5 during flight. I will show im my sim soon, and let you guys know how realistic the flight model is.
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Hi Belsimtek, Would it be possible to add toggle switch functionality to the Lua files, as mentioned here? https://forums.eagle.ru/showthread.php?t=89226 I updated some of the switches myself, however after each update of DCS I have to manually copy the file back in to the correct directory.
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Hi Folks, While doing some research I came across two Harrier tactical manuals: http://aviationarchives.blogspot.ch/2016/05/av-8-harrier-tactical-manuals.html Vol. 1 provides an interesting read regarding the details of the weapons system. Since I haven't found a thread compiling all available manuals I thought we could list them here. Then there is of course the NATOPS: 1984 version: http://aviationarchives.blogspot.ch/2016/05/av-8b-flight-handbook.html 2008 version: https://publicintelligence.net/u-s-navy-natops-av-8b-harrier-ii-flight-manuals/ 2011 version: http://aviationarchives.blogspot.ch/2016/05/av-8btav-8b-flight-manual.html The NATOPS Pocket Checklist from 2006: https://drive.google.com/file/d/16F6Fa4zs194AuX2485CTzjo8yeay2SxJ/view I guess the developers at RAZBAM have read multiple manuals prior to implementation. Maybe they could provide us with some more links? Personally I very much like reading the original manuals next to the module manuals provided by the developers. I will update this post if you send me any new manuals, that way all the relevant information is in one place. When I was looking for manuals regarding the F5-E last year I had to look all over the web.
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Hi Guys, A friend of mine who works for the Swiss National Television got a chance to spend a few days on the USS Dwight D. Eisenhower (CVN-69). During this time a Swiss F/A-18 Pilot got his carrier qualification. The documentary is in german, however there are some nice shots to watch if you speak the language of aviation :smartass: He got a cat shot in a greyhound after the filming was done, he said it's quite an experience. Here is the direct link: Enjoy!:
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We debated about that and felt it upped the challenge if you do lose your wingman early (we can't make it too easy). :smilewink: Plus it adds to the drama - do you protect your wingman or have him cover you? 1 vs 2 can be done but it takes some skill. That's why we included the practice missions so you can get good in that scenario.
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Ok, you're right in other tutorial missions, the dialogue is also printed. It would be cool if that feature could be disabled in the future for increased immersion ;-) Thanks for the quick answer. I spent a lot of time in this campaign and it's great fun! Especially now the blue force now longer just uses the afterburner to get out of range in a dogfight.
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Adversary behaviour updated?
flywaldair (Skynet dev.) posted a topic in F-5E Aggressors BFM Campaign
Hi Guys, I have come back to the BFM campaign after a month of pause. I noticed the more powerful adversaries now no longer just head out of range. It seems to me they stay close making more intensive dog fights possible. Have any of you noticed this? -
Hi Guys, I got in to DCS a month ago after a 20 year pause in simulations. A lot of things have changed! For example the internet can now be used perfectly for multiplayer games :smilewink: I tried the Tiger vs Fishbed server. The multiplayer aspect is great, however there seems to be almost no coordination between players. It's mostly random action by single pilots. Does anyone know of a server where there are other players willing to coordinate via teamspeak, fly in formation, plan attacks, follow procedures? I fly in real life and one thing I am missing in my current multiplayer experience is the structure given by ATC :smartass: Im in Central Europe so a server located in that timezone would be greatly appreciated.
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Hi everybody, I had a look in to the real life manual of the radar, I am impressed how closely the functionality has been implemented in the simulation. However while digging through the functionality of the ACQ button I noticed that the manual describes a slightly different way of it operating when keeping the button pressed. In Dogfight Mode (Missile or Guns), holding the ACQ button pressed will stow the range gate at the minimum distance. In the simulation holding the button pressed has no functionality. Breaking lock on a target acquired through the ACQ button (not in DM / DG mode) and then keeping the ACQ button pressed should result in the range gate slewing continuously.
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Thanks for your replies! Probab: ok I unterstand. The speed of sound decreases the higher up you go. ZoRPA: Thanks for the vid, it nicely explanes the difference between sustainable and non sustainable corner speed. Sabre-TLA: Thanks the article was an interesting read. I will move on to the MIG-21 once I master the Tiger ;-)
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Hi Guys, I spent some time reading about BFM and tactics over Christmas. The term corner speed popped up a few times. I have some experience flying cessnas as a private pilot. From what I understand the corner speed relates to the maneuver speed in civil aviation. I understand flying at the corner speed gives you maximum turn performance. I looked in to the F5 charts. My example is at 15'000 feet, where some of the encounters take place in the BFM campaign. Is my interpretation correct that at 15'000 feet the sustainable corner speed would relate to mach 0.8 and give you a turn rate of 9.5 degrees per second (1 in the diagram). Mach .8 strikes me as rather high. Also for a brief moment I could turn at Mach 0.65 and achieve a turn rate of almost 18 degrees per second (2 in Diagram). However this would not be sustainable, so I would loose airspeed or I would have to enter a dive to sustain my airspeed.