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HWasp

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Everything posted by HWasp

  1. If my memory serves me right, the Su-27 limiter in game does not let you pull beyond 22 degrees of AoA as the speed decreases below M 0,7 and that makes the plane perform worse than expected in the 600 kmh region, where it should have the upper hand against other fighters. So the main question again: can you pull 6g with the limiter on at 600 kmh or not?
  2. Lets get back to the point please! So according to the data in the manual, I would expect the plane to reach 8 g at 740 kmh indicated at 1000 m with the previously mentioned 28% fuel with stick pulled back to the limiter. 740 kmh roughly means 0,6 Mach at that alt. meaning 23 deg AOA commanded by the limiter. This corresponds to about 22 deg\second turn rate, which is about max sustained. Question is: Does it fly like that or not? If not, why? Also from the same table, max g at 600 kmh should be roughly 6g with AOA limited to 24 deg (Mach 0.5) Is 6g available at 600 kmh in DCS? Next there is a flight envelope figure in the book that shows 8g at 550 kmh (roughly) at a weight of 21400 kg. I would assume that this figure is with the stick pulled back as far as it goes. Limiter override or direct control. This would correspond to a max instantenous turn performance of 29,5 degrees per second. Does the plane achieve that with the stick limiter override or not? Please test the following data! (I can't because I'm away from home until saturday)
  3. That certainly calls for a in soviet russia joke :D
  4. Sorry but I only have my phone and tablet until saturday, and I can not upload anything from those for some reason. The pages I have found interesting are 13/269 14/269 (limitations) 20/269 (flight envelope) and 51/269. Please have a look at those. I think chapter 1 (limitation) and chapter 4 (maneuvers?) are the most relevant for us here, so if parts of it could be translated, it would be great :)
  5. I do believe you both, but please explain it a bit more, how that percentage is calculated and which tank groups count in. Anyway here is some real data (I hope) to work with so that the ppl debating the problem here can run their test flights against it. I will certainly do once I get home on saturday.
  6. Are you sure? That data is from the table at page 51\269 (according the reader prog.).
  7. I have found an SU-27SK flight manual on the internet in russian. http://www.avsimrus.com/f/documents-16/su-27-sk-flight-manual-21438.html According to this the aircraft should reach the 8g limit at around 740 kmh indicated at 1000 m and 50% fuel with 2 R27 and 2 R73 and the AOA limit increases to 24 degrees from 22 as the aircraft slows from M0.7 to M0.5 If I remember correctly (cannot test until saturday) the FBW limited AOA stays af 22 deg without override and the plane reaches the 8g limit at a higher speed with the same conditions. In direct control mode (S) I was able to complete 360 turns at around 13 sec (bleeding speed from 600kmh to less than 250) but with the limiter it feels a bit too sluggish. I think that if there is any problem here, that might be regarding the pitch axis control law not increasing the limit AOA to 24 and the really slow g onset. In direct control everything is great if I manage not to kill myself :) I cannot upload from my tablet for some reason, thats why I could only give you the link, not the actual pages
  8. It might be a bit early to ask, but what are your plans for the F-14 and F-18?
  9. I think that the best option would be to move the Mirage to RED and maybe enable the datalink. I do like flying the Mi-8 but still I think that hauling crates for hours to make up for numbers is not the kind of fun that I join the server for. Since red has to play defensive most of the time due to the numbers, the datalink would suit this situation very well. It could also be interesting to add a GCI script for the Mig-21/F-5 only (BRA for nearest threat in every 10 sec or so) that would promote the use of these interceptors more. Having a human GCI on red with these player numbers is more and more unlikely.
  10. Same problem with su-25t, so it is not type specific issue. The hud has sun reflection whenever the sun is shining from behind, regardless of shadows, mountain shadow, etc.
  11. Hi! The KA-50 HUD has constant sun reflection regardless of actual lighting conditions of the cockpit. This reflection seems to care only for the aircraft relative heading to the sun, nothing else Same situation with dust during landing in the field. Please see attached screenshot (DCS 2.5.0)
  12. Thanks, I will try it like this. The simple ways tend to be the better. See you on the server.
  13. I didn't mean to critisise BF, I think it is great the way it is right now. I've been having a lot of fun since it came back to 1.5. :) I certainly wouldn't want to make complicated battle plans, my idea is only about helping people (and me) to team up. It has happened to me only a few occasions, that I was able to form up with another random fighter but those were very the enjoyable and efficient flights. It has also happened lately, when I joined blue this time when Tbilisi was under attack, that I was able rack 13 kills and 0 losses heavily outnumbered (there was great support of course, placing sams an repairing), because red players kept coming one by one. I don't want to brag about it, I'm an average fighter, but I think this indicates the problem. (I'm sure this happens on both sides time to time). I think a dedicated SRS channel could help a lot to team up while on the field refueling, rearming. I would't want to disturb other freq. (Maybe if there are few ppl around) I say again, I don't want to critisise the players or the server, It certainly is the best. These are just some constructive thoughts (I hope). Joining a squadron would be great, but I feel I cannot commit to it enough, and maybe even less in the future. :)
  14. Well, there are a lot of ways to coordinate, but I think it would be better to have it standardised on a dedicated frequency until something better is implemented to DCS. Also this would be at least some meaningful activity while looking at the fuel gauge turning.
  15. I have an idea: Lets make an official preflight SRS freq. to report in as soon as you power up. Something like 120/250 This would mean only some lines added to mission briefing, freq. list. People could use it to plan their mission and team up while refueling and rearming. GCI could also monitor this freq and pass some instructions, suggessions. It would look like this: -XYZ F-15 at Kutaisi ready in 4 minutes request wingman for CAP over Oni farp -XYZ this is ASD hello F-15 ready in 5 will report ready to taxi -XYZ MAGIC head to xxx farp intead to escort strikers -Rgr will head to xxx farp, airborne in 6 minutes XYZ If you would recieve info that for example SEAD is needed instead of CAP you could change slot without wasting a lot of time refueling a fighter. It is too late to assign roles and objectives to players when checking in on 126/264. I am for example not willing to rtb to change ac or loadout if already airborne. Airborne players could also dial in preflight freq. to pass info or request specific help at a location if GCI is not available.
  16. I think weapons restrictions are the answer, just as with the AMRAAM. In my opinion the biggest obstacle in the way of simulating proper air warfare is the lack of pre-mission, pre-spawn coordination, like an ingame tool to create flight packages and establish mission targets. Most players (including me) fly as a single ship 90% of the time. If there is a GCI that is still ok as we can act as an interceptor, but otherwise it is really unrealistic and not very efficient. Also there is no chain of command, people may or may not comply with instructions. It would be nice if GCI would have more power over the situation somehow.
  17. Thanks for the reply I think it is perfectly reasonable that you will not alter the mission now, just before 2.5, but maybe later it would worth a try just in case 2.5 multiplayer would not be such an improvement regarding performance. It is true that the server runs fine most of the time but in comparison with other much more simple servers it seems to be struggling during saturday and sunday evenings. I really hope 2.5 will help.
  18. Hi! I've been playing on this server for some time now, and I've been reading about the constant battle against server lag and crashes. For me it seems that current DCS engine is just not able to handle this mission during peak hours. I don't know if it has been suggested or tried before, but I think there should be a massive downsizing as an experiment. I'm thinking about simply cutting the current area of operations by half, reducing the number of objects, slots and everything by half. It could be two separate missions even, switched every round. From my experience it is not the size of the mission that makes BF great, but the cooperation that is (sometimes) happening between the players. A smaller area of operation might even make the experience better by forcing players to attend to the same objectives more, instead of flying around the other side of the map aimlessly.
  19. Thank you! The new FM version has solved this problem as glide is now between 4,2 and 8,2 for the previously measured speed range. I'm quite happy with the results. For me it's case closed. Thank you RAZBAM!
  20. I have tried the new version under 1.5.8 just now, and for me it feels great. I measured the glide ratio now between 8,2 and 4,2 for same speed range as before. For me this seems realistic as well as the deceleration in staight and level flight. :) Thank you very much for solving this issue!
  21. Hi! I think for this module to succeed in the future, it would be extremely important to establish objectives to the player and some form of competition in the multiplayer environment. This competetiveness is one of the main driving forces of any combat simulation or game. In my opinion, most of the flight sim community (including me) is not really familiar with professional level aerobatics. Everyone can do the basic maneuvers and not die (mostly), but doing them with an accuracy required in a real world competition / flight training is rare. If I would ever buy this module I would want it to teach me something. Teach me professional aerobatics in this case. (This should be a study sim after all). For this I would need a very thorough documentation about the different maneuvers and their execution. This should be and extension to the flight manual. There should also be an easy way included, to create Aresti charts (the maneuver sequence) and to present them to the virtual pilot via kneeboard. The most important part would be to create a flight data monitoring system ingame, that would make some kind of feedback available for the accuracy of the execution. A virtual flight instructor connected to this flight data monitoring could be a valuable tool to improve the flying skills, if implented correctly. It should point out inaccuracies, flight safety issues (like going below the minimum altitude for the display), exceeding aircraft limitations. I would't think of anything overly complicated, just some kneeboard based thing that would provide me feedback or even some kind of scoring. I have no idea if these thoughts are possible to implement in this form, but I think steps should be made in this direction to provide something to the buyers that would keep them flying this aircraft and other possible unarmed planes (Yak-52). Off topic but I must point it out: That youtube video you released, should be removed ASAP. It really does not meet the quality standards in my opinion (low framerate footage, etc.). If you cannot make a better one for any reason, just stick to the screenshots for now. This post was driven by my mad love for the Mig-21 and the whish for it's creators to succeed. Good luck.
  22. There is only one way for M3 out of this: Mount two Mistrals to the wings (from the Gazelle) MacGyver style.
  23. Holy ...... the Mig-29's first flight 6 October 1977 !
  24. I hope it is the Su-22. It has not been denied like the Mig-23 and maybe the image of the airfield is taken by one of the sensors of the KKR recon. container. It is a 1970s aircraft as well.... Due to the other modules expected "soon" I don't think releasing anything less with this much teasing is a good idea.
  25. True, but the whole reason I have done the glide test and reported the findings is because the Mirage just did not want to slow down in level flight with and without the engine running, suggesting to me that some drag values in that speed region are wrong. I am quite certain, that an engine failure at 1000ft AGL / 300kts would be a cause for immidiate ejection for most single engine fighters irl. Normally I'm not the guy who is always comparing charts to DCS aircraft to find problems. If it feels ok, then I just fly it happily. I think that many aircraft in this sim have an extremely realistic flight model, certainly the best simulation currently available. I'm very happy, that RAZBAM has taken note of the problem. :)
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