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Everything posted by vadupleix
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Ironically the tomcat is probably the plane that I fly the most aggressively among all the modern western jets in-game (F15,16,18 ). I frequently get into the region of wing rock AoA, low speed, or both when I feel like it. The reason being that the tomcat gives me constant feedback of how she is doing and on the other hand, she really can turn and point at these slow speed and her energy conservation/regain capability is very well as well. Take your time and you will appreciate her capability.
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F-14 subsonic performance change after last patch?
vadupleix replied to vadupleix's topic in DCS: F-14A & B
Thanks! That clears it up -
Hello All, First of all, this is not a post intended to question the FM correctness but rather to share some of my findings after last patch and see if there may be abnormalities in the aircraft performance or it’s just me not getting used to the handling changes (given I haven’t flown her a ton recently due to real life) I have done a couple dogfights with AI after last patch and it seems like the Tomcat right now doesn’t want to get slow as before: using the same techniques as before I’m noticing my airspeed 50kt-ish higher than I anticipated given the amount of stick pull. Even at sub-200kt speed with landing flaps deployed, I can quickly get out of that situation and regain speed to above 300kt quickly (and screw up my flaps in the mean time) without even aware of that. When reading the tacview recordings it seems like I’m getting ~25dps instantaneous turns quite often which I seldom get before. So my question is: has there been any changes to aircraft performance below M0.8 since last patch or is this just a result of change of stick force/shaking effect (I’m using a FFB stick)? Has any of you noticed aircraft performance change in subsonic regimes after patch? Thanks!
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F-14 FM Over Performing? Turn performance, etc.
vadupleix replied to RaceFuel85's topic in Bugs and Problems
I looked at this tac file so for people who do not own the advanced license of tacview, here's what I observe: He managed to get a fluctuating turn rate ranging from 25 to 29 dps for more than 1 minute. In the process his speed was ranging from 325-350 TAS. His altitude was ranging from 50-500ft ASL. His AoA was ranging from 22 to 26 degrees. This tac file also shows multiple data points of 35 dps ITR The question of landing flaps was brought up and here's the answer from the source of the tac file: https://forums.eagle.ru/showpost.php?p=4061121&postcount=135 Only flaps that were used were the maneuvering flaps in my tacview not the full flaps However, couple people tried to replicate this in the F16 thread, including me (I tested with 30% fuel at SL and 7 degrees Celcius of temperature), and none of us got even close. Maybe more of you guys can go and try for yourself and see if this is indeed a bug or not. ---------------------------------------------------------------------------------------------------------- Update: So I went on to further test this, here's what I got, I had unlimited fuel on, every testing was done below 1000ft ASL, the jet was clean without Phenoix pylons and I was aimming at 320-350 kt of airspeed, which may or may not be its corner speed under the specific conditions. 1. On 15 degree Celcius, 50% fuel. I was sustaining about 21~22 dps of turn, very reasonable as I believe. 2. On 15 degree Celcius, 10% fuel. I was sustaining about 24~25 dps of turn. 3. On -10 degree Celcius, 50% fuel. I was sustaining about 25~26 dps of turn, very close to what that tac file was claiming. 4. On -10 degree Celcius, 10% fuel. I get a F22 Raptor. I'm not sure what the atmosphere condition was for that tac file, but I'm wondering if this cold weather behavior is realistic or not? -
They seem to finally nailed the trim mechanism on FFB sticks. Great job!
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Thanks again! Looking forward to TWS auto.
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Thanks for the explanation! I’m wondering what’s your take on Jesters ability. That is, if possible, will you be willing to make Jester as capable as a VERY SKILLED human RIO (for example, when manipulating radars) or will you consider “multiplayer fairness” when implementing such features?
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Can this be fixed by a simple user made skin mod or not? I’m not sure what’s the difference so just asking.
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FC3 planes all have reasonable AI I think (SU27 AI is very weak so you may want to use SU33 instead) If you want some challenge, Mirage 2k, MiG19 and MiG15 can be the most dangerous opponents. Prop planes can be another challenge. For Fox 2 fights, if you don’t want a head on shot from AI before merge, just place the two aircrafts to spawn within 1nm of each other (with some horizontal separation of course)
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Clarification/Reason for AoA shake adjustment?
vadupleix replied to Bearfoot's topic in DCS: F-14A & B
Has the FFB been changed as well? I don’t feel like it’s much of a difference now and I can still maintain a 15 units of AoA using the FFB cue. If the FFB logic has not been changed yet, do you plan to change that in later patches? Thanks! -
That’s epic! Haven’t flown airliners for years I’d laugh out hearing that:megalol:
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I remember reading the figure of 180 KIAS entry speed for a loop and I tried that myself once in game (with landing flaps). Maybe someone more knowledgeable can chime in.
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I interpret the B variant we have to be what the Tomcat “should have been” in 70s with its intended F401 engine. This brings a pride with it being the fighter that out-range, out-climb, out-turn, out-accelerate everyone else much like the role of F22 today. A late 1990-2000s F14, F18, or F16 simply does not have this pride with all the gen 4+ and gen 5s around:D (This is not HBs reasoning for sure, but I’m very glad they made this choice. I love the AFCS)
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Would love to see a HUD recorder, though I’d be unsure of how much of a performance impact that will have.
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The planes in FC3, IMO, has better AI FMs because these were used by players as well before PFM went out. That may explain why you found fighting these more modern jets are easier.
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Hello, I was playing the F15 Geogeria war campaign in the F14. When I was on my way back, Jester kept calling out missiles while there was no bandit on the whole battlefield. After the game, I went to check the tacview file and noticed that there were multiple reflex fires by Russian tanks in that timeframe so I suspect that's what Jester was calling on. I can provide the tacview file if necessary Thanks! Edit: I may know what's happening. The reflex missile is showing up on the data link and that's probably why Jester calls those out. Not sure if this is a problem on ED's side.
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Maybe you should take a look at A6’s version of poop block, I literally laughed out at it when I first saw it.
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I experienced this as well, the snap roll is so violent that I blacked out just like in the video (and crashed) If this is not a bug I’d be very interested to know the physics behind this.
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Is there anyone interested in doing the IRIAF new desert camo? It looks magnificent on the old cat! Thanks a lot!
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Finally got the update, only had time for one fight and did it against AI F16, easily got to his six and pulling for a gun shot. I reached for the landing flaps handle to get that final gun solution (yeah I know...they just worked great for me in this situation) but immediately discovered that I’m much faster than I thought I would be. That’s definitely a stronger jet now (I was on 4/1 patch before this).
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I think they also adjusted drag and lift if I understand the change log correctly. You are right that I might state the question more specifically but sometimes a “guts feeling” of “now it’s easier to beat the same enemy” can also be useful, especially when people with different skill/habit feels the same way. After all, the scientific thrust/drag question can only be answered by HB or people specifically tested it.
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Hello All, I’m so glad that we get a long awaited FM update this time, I’m curious about the current FM status in following sense: 1. For HB, does the current FM nails all the available tests/data point and is a good representation for its real world counterpart or is there more tweaking necessary in some area? If it’s the later case, in what area the current FM is under/over-performing? 2. How good the cat is now in a dogfight, compared to the FM in 4/1’s update (the one update BEFORE they tuned down the performance)? Thanks!
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That's awesome! I find it hard to get Tomcatters' earlier paint scheme online. Also, this: https://imodeler.com/2017/09/year-of-cat-tomcat-with-tomcatters-scheme-172-haswgawa/ appears to be interesting though I never saw a picture of a real aircraft with such paint.
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I kick the rudder at about 20% (the number is merely guts feeling) under 15-20 units of AoA, when the nose moves, relax the rudder a bit to let’s say, 10% and hold it there. Release it when you are about to end the roll. That’s what I do at least and you are welcomed to try it out. Edit: All I was talking about is to start and keep the roll under medium-medium high AoA. While if all you want is to turn after you have established your bank, very little rudder is needed and it is needed to center the ball to keep your turn efficient. Say you are at 45 set of right bank, you pull the stick and notice that the nose wants to go up/plane wants to roll left, see where the ball is? You kick in a little right rudder and now the nose can point front, see where the ball is now? Try at different airspeed/AoA and see how to judge the necessary rudder input. Then there’s case where you are in right turn and nose wants to drop, plane wants to roll right, see where the ball is right now?
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If lateral stick doesn’t work or doesn’t respond as quickly as you wish (and yeah there’s adverse yaw but that’s under extreme AoA which you probably shouldn’t be there in the first place), add rudder. Just as people mentioned above, more AoA/more shakeing = rudder dominates more. You asked about how to make sharp turns? You don’t make sharp turns, instead you keep your AoA at around 15 (and keep your airspeed at around 300-320, if your are too fast, go vertical) when turning and control your urge to pull hard and make that shoot. Practice this for some time until you have some confidence to down the enemy. Then you can try to pull harder when you felt necessary, see how it goes. Basically push the aircraft toward its envelope one bit a time until you can read what the aircraft is telling you and how far you can go safely in each situation. It’s not easy and I’m still learning just as you do, but you will get it eventually, this aircraft really feels alive.