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philstyle

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  1. It is a good video, it demonstrates the following to me: That, with an unknown set of difficulty settings it is possible to: 1. Pull 11.1 G instantaneous G in the DCS spitfire without breaking the airframe 2. It is possible to hold around 6G continuous (varies from 4 to 11 and back down to 2) for 3 seconds without breaking the air-frame (during this point of the video 1:02 to 1:05 it's in external view, so we cannot see if the pilot is greying out at all) It does not, however, demonstrate: 1.Whether such a load is possible in the other types in DCS 2 Whether the pilot has begun to grey out at all under these conditions 3.What G load "instantaneous" or "continuous" is required for a failure to occur 4. Where on the air-frame the G-load is being recorded (Datum point or elsewhere?) Here's how I'd set up a controlled test: 1. similar entry into the maneuver, noting altitude and airspeed at the point of entry 2. play the maneuver at normal speed from in-cockpit to get full view of instruments, and pilot greyout (if any) 3. replay the maneuver at normal speed from external view 4. replay the maenuver at half or quarter speed to show the amount of time under G load 5. conduct the maneuver 2 more times to confirm accuracy 6. conduct a simlar maneuver, but this time designed to break something, noting the G load that was present at that time 7. conduct similar meneuvers to observe effects with other air-frames 8. attempt to reproduce the same G loading with other manuevers in other air-frames to confirm their G-load capability Furthermore, one of our guys at SoW did some calculations based on visual observation of a Spitifre failing under G load a while back (http://www.stormofwar.org/phpBB3/viewtopic.php?f=36&t=5934). His calc determined that 11.4 instantaneous was enough to snap the wing off. So your 11.1 in this video is only a tiny fraction below the failure point. See this video: And the attendant calculations here: Okay, first, let's extract the data. For this I stepped through the video frame by frame. Look at the pitch: This is linearly increasing from t = 10.5 to 11.5. Fit a line to this, and you'll get a slope of approx. 35 deg/s. Convert this to angular velocity (symbol = w, units = radians per second). Because the change was linear, this means it is uniform circular motion. w = 35 deg/s = 0.611 rad/s Angular acceleration, a, is (w^2 r), where r is the radius of curvature. But we don't know what r is. But angular acceleration is also given by v^2 /r. That means that a = w^2 r = v^2 / r. Rearrange to get: r^2 = v^2 / w^2 r = v / w Going back to the data, the IAS varies from 575 to 557 km/h. Again it is roughly linear over that range, so we can take the mean. This is v = 565 km/h But this is IAS. We need TAS. For this, I'll assume a roughly standard atmosphere and that the altitude is roughly 1130 metres. This is roughly 3700 feet. So the TAS is 599 km/h (REF). 599 km/h = 166.4 m/s So, we can now calculate r. r = v / w = 166.4 / 0.611 = 272 m With either velocity and r, we can calculate the centripetal force. a = v^2 / r = 166.4 * 166.4 / 272 = 102 m^2/s The acceleration due to gravity is 9.8 m^2/s. So, the centripetal acceleration is 102 / 9.8 = 10.4 G But, you are at the bottom of the curve, so the gravity vector itself is added. This 1 G, but you need to allow for the pitch and bank. Let's say pitch = 10 deg at the moment of break, and that the bank was about 5 deg. cos( 5 deg ) * cos (10 deg ) * 1 = .97 G So, still close to 1. Thus, the total force would be about 11.4 G. I'd say my errors are a about 2% per step on 3 steps. That's a total error of +/- 5 % Now, if we compare that to the registered data, it was max'ing out around 10.9 G. However, that is probably a frame average, and my figures have about 5% error. In any case, the G-calculations look pretty good.
  2. Every sime I've ever been in I've seen this same dsicussion. The spitfire being obnoxiously good at turning . . . Once, in another sim, we decided to put this to the test. The Sptfire 1a turned thourgh 360 degrees at it's max turn rate, in 19 seconds The 109E variant, did the same turn at its max turn rate in 21 seconds. This matched up almost perfectly with real world data for these types. It's relatively easy to test this stuff.. . . . Unfortunately, I don't own any german modules in DCS, so I cannot conduct a comprehsive test myself. I can certainly test the Spitfire at a given altitude and airspeed though, and time the 360 turn.
  3. What altitude are you flying at in the mission? I don't think you are overheating/ blowing anything, I just think you're loosing fuel pressure. Up above around 15,000ft (depends on air pressure) you are going to need to make sure you have the high-altitude fuel pressure butterfly turned on (right-front, lower side of cockpit/dash). Sometimes, if you don't have the electric fuel pump on, you also might need to give the wobble pump a few pushes in order to add some pressure manually to the fuel supply system. The aletrnative to doing this is just to use the electric pump, but that's not receommendeed in the real aircraft (but seems to have no adverse effect in game). You can also cruise at just under 4lb and 2600 or so RPM very happily. 1800 RPM is pretty low. If you are escorting slow bombers, use a wide weaving pattern to maintain your airspeed - assumign your orders allow you some freedom i this area. Besides keeping the engine warm-ish, this does two important tactical things also 1. Allows you to check your 6 and the bombers 6 more often and 2. Keeps your airspeed up, which puts you in a better position when jerry arrives.
  4. HERE is one substantive difference between the two modes and how they apply to the RB75. ANF mode allows you to see a target-waypoint marker ** on your HUD, provided the weapon trigger is safe. In NAV mode, you will not get this target marker. You can fire the weapon in eiher NAV mode, or ANF mode. The EP13 will turn itself on when you go from "SAFE" to "UNSAFE" in either mode. Here's how I decide whihc to use: NAV MODE: I use Nav mode if I do not have a pre-programmed "M"-type attack waypoint. If I'm just navigating visually or only have a "B"-type waypoint then I use NAV mode. Also, If I already know where the target is and can see it from long range on my approach then I do not need the HUD marker. ANF MODE: I use ANF mode when I am flying to an unknown location/target and where I want help fromt he HUN in advance in order to line up correctly. This ia especially helpful when using auto-generated attack waypoints from the kneeboard/cartridge, or when approaching the target IFR or from behind visual cover such as a mountain. However, as soon as you UNSAFE the trigger, the hud marker will disappear, and you will most likely use the EP13 for fine targetting control at that point. ** See this video from 6:55 in order to see the marker as I switch the trigger from unsafe to safe and back in ANF mode.
  5. In my opinoin, yes it is. I also use a warthog, but I have mine on a mount that places it between my knees (lesss arm/neck/back pain). It's easiest at cruise settings and at a bit of altitude, i.e. above 10,000ft. The controls are super sensitive in the spitfire, so at low altitudes with thick (responsive) air it's harder. Also, at high boost and RPM the engine is pulling the thing through the air so hard that trimming out is a lot more difficult. Relax the engine, then relax the air-frame.
  6. WOW! Thanks! I'll take a look at this in the next week or so hopefully.
  7. Here's 10 for free, in generally increasing levels of difficulty/ mastery: 1. Get straight and level flight nailed. Trim, trim, trim. You shouuld be able to fly hands off, look around the sky and not need to keep adjusting your nose attitude. 2. Learn the varous level, climb and descend "attitudes" of the aircraft so you can fly visually without needing to refer to your instruments. Get used to these attitudes with your head looking sideways out the window, or twisted to look behind you. 3. Master level, co-ordinated turns at various boost/ RPM settings. You should be able to complete gentle 360 degree turns without more than a few % change in altitude or airspeed. Co-ordinated turns need to be done with minimal "slip" indicated. 4. Advance to max-rate turns. Target 20 to 22 seconds to get around a full 360 degrees, without significant loss of altitude or airspeed. 5. Master max rate turning with your head facing backwards so you can keep your eyes on your six o'clock 6. Learn to fast-roll from a wings-level position into a wing-down position at the max-rate-turn attitude, kcking the rudder in to speed up the roll 7. Learn max climb speeds and the attitudes necesary to achieve max climb rates 8. Max rate climbing turns (upward corckscrew) 9. Get proficient at upwards rolls without stalling at the top (not for use in combat, but purely for airmanship purposes) 10 . Similar to upward roll, learn how to complete clean stall turns
  8. Thanks for the feedback folks. It looks like a scripted option is going to be the only solution here, for a number of reasons: 1. I want to continue to use more than one aircraft per A.I. group 2. I don't want the entire group despawning whilst some aicraft are still airborne 3. I don't want to use "engine shut down" in case it causes damaged-but-not-yet-destroyed aircraft to despawn The alternative might just be to have time-based triggered group-de-activations . . maybe based on flags turning on once th rgouops sapwns in; and then de-activating the group when time since flag is say +90 minutes. It's a real shame this isn't just a normal part of the AI behaviour. . .
  9. Hi folks, Is there a way to de-spawn AI aircraft after they park? I note that they just sit on their parking spaces eternally until the mission ends. I'd like to be able to clear AI off once parked. I also need to be able to do this per aircraft, rather than de-spawning an entire group at once. Any help appreciated!
  10. The actual content of the post says Jan 4th, Although the forum entry is dated Dec 27th https://forums.eagle.ru/showpost.php?p=3735501&postcount=177 Maybe it over-wrote an older forum post?
  11. Today's newsletter once again makes mention of updates to the Spitfire... Does anyone know what this means, especially given that the well known graphical bugs with the spitfire have persisted since July... I'm quite confused by all this . . did anyone notice any "updates" to this module when the other aircraft were upgraded? Here's a shot from today's update: Has anyone from ED said anything about what was updated?
  12. unfortunately this trips the integrity check for me.
  13. yeah... it's been a mess for a while (since July), graphically speaking. Almost no response from the seller too...
  14. Apparently straight of dover is just the old name for the normandy map. See here: And see comment by 4./JG26_Onebad below the video.
  15. Indeed... what was this supposed to mean with respect to the Stpifire?
  16. Spitfire cockpit is still broken (sun glare) new P51s look nice.
  17. confirmed. Still broken - even with today's' update. Maybe ED have different hardware and aren't seeing this bug? ..
  18. I spent 30 minutes on burning skies on the weekend. 40 players were on the server. It was smooth as silk . . no stutter. no lag. I am almost prepared to say it was better than single player, performance wise! So, ED have got something very, very nice up their sleeve here. This will be a boon to DCS multiplayer.
  19. Needs to be this folder structure, the instructions are not very clear: Saved Games\DCS.openbeta\Mods\tech\WWII MarstonMat
  20. Hi Sunstag, Im unable to get aircraft to spawn at these structures.. what might I be doing wrong?
  21. This does not appear to be procedures for the Mark IX, but another variant, possibly the Mark V.
  22. Reported since July 2018. 5 months ago. I think this has been fixed in the Viggen in the recent pactehs fro 2.5 Open Beta. The spitfire remains a faulty propduct in this respect. https://forums.eagle.ru/showthread.php?t=216645
  23. Thanks chaps for the feedback.. I'm assigining the AI with a small load (testing of only one bomb type, either 2x or 6x of them) so loadouts shoult not be a problem. I have tried a couple of various length "lead ins" to the target with waypoints, but I'm not getting consistent results. Interestingly, If I just have a single A4 in a mission with no other aicraft about, it will run in with a very short waypoint length and drop two bombs (whether armed with 2 or 6 bombs) in a relatively stright approach and exit. However as soon as I add other aircraft into the nearby sky, they seem to want to delay and do odd set-ups before attacking.
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