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PeneCruz

ED Closed Beta Testers Team
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Everything posted by PeneCruz

  1. I’m up now can test @Admiral189
  2. Nice Work Admiral, I've been waiting for this release for a while. Looks fantastic, Let me know if you need some testing with the lowered collision model for the deck. Plenty of time locked down at the moment! Already have her sailing on a operational readiness workup.
  3. DECS does that stuff, It also has a sub idle mode for ground ops IRL, (not in the Sim) used in slippery conditions. this is probably the equivalent of other engines ground/flight idle logic. just guessing as the philosophy is not documented. It also has a whole heap of IGV tolerance restrictions that indicate something funky going on in general. Just found this EFC failure: If the engine remains stable following EFC control loss the rpm will increase in a descent at constant Mach number and decrease during deceleration at constant altitude. And this regarding the P3 limiter input The P3 limiter (combustion chamber pressure limiter) vents the DECS P3 air pressure signal to the atmosphere when P3 pressure exceeds the limit value. The drop in the DECS P3 air pressure signal causes the FMU to reduce fuel flow thereby reducing engine internal operating pressure preventing possible engine overpressure resulting in structural damage. The engine is most likely to operate on the P3 limiter during low altitude, high airspeed conditions with cold ambient temperatures (ISO standard ambient temperatures and below). P3 limiting may begin as airspeed exceeds 475 KCAS (standard day) and may be noticed by the pilot as rpm fluctuations on the order of one to three percent rpm. These fluctuations will occur at a rate of two to three per second. Reducing the throttle slightly will cause the fluctuations to stop.
  4. Also is there an explanation of how the auto scale feature works?
  5. Hi @f4l0 I've been playing with the turbulence editor a fair bit lately trying to tune my experience, it's very cool. The thresholds are nicely configurable and the effect configuration works but I've got some ideas that might help people tune their output to provide more of the thump you get with turbulence IRL. I've found if I leave the jetpad off and only output to my transducer it provides a more realistic feeling as the buzz from the jetpad is not indicative of turbulence. What would help would be an option in the configurator to tune the frequency of the effect as well as the threshold and magnitude, this would allow you to tune the overall feel to generate more of thump for your particular configuration.
  6. Minimum Idle is 28.4% at ISA and goes up 1% per 1000 ft of pressure altitude starting at 1500ft, It's listed as a limitation. So I think you will find the engine has no flight idle setting hence why tactical descents are flown at 65% to ensure sufficient acceleration.
  7. I just spent half an hour zapping around the main island, the biggest FPS drop is on the coastline, over the center of the island I can get 45 FPS even over the munitions bunkers, drop down low over the water near the coast ~30 FPS look seaward 45 FPS.. Anyway I'm sure you guys will work it out.
  8. I have roughly the same specs as you @NineLine, except I have an I9-9900KF at 5GHZ I run VR though. I get a locked 45 FPS in all other Maps (except Syria can drop into the high 30's over Damascus). I'm getting about 30 FPS in this map over the main island regardless of where I set the Object density and tree density slider. I'm starting to think it's more an issue with the coastline and rock outcrops, any feedback on that? Cheers, Love the map though really excited about where it ends up as it gets optimised.
  9. I think it is a desired condition, probably to prevent player Ai conflict. I didn't get a full answer.
  10. Thanks Oz I've been using this since Version 1 and what you have done with V2 is just awesome. Well done! I really like the multi instance support and the way it minimises the DCS windows and reppositions them and SRS in ordered rows on the server desktop, nice touch. The ability to mange multiple instances via Discord is a breakthrough, and allows a team to manage the server without coming in via VNC all the time. Also loving the ability to send text to voice on any channel in SRS one a given instance of the server, great for getting people to land when you want to restart a server for any reason without having to join the server. Thanks for your hard work, much appreciated.
  11. I noticed on our server mission, if I open the mission in 2.7.X mission editor. Any unit that was placed with a copy and paste then renamed, will have reverted to its pasted default name. Plays complete havoc with your scripts. So effectively we can’t update it without a major review of place units. not ideal
  12. Getting the same issue here too.
  13. Further to this, It is doing the same thing with cloned triggers.
  14. Opening a mission created in 2.5.X with the new 2.7 editor causes names of groups and units that were coped and pasted on the map to revert to their name generated when they were posted, despite having been renamed and saved previously. I discovered this as some of my scripts rely on these unit and group name. Example: this Range Target was copied and pasted then renamed Al Dhafra Range T2 using 2.6.X. It has now reverted to Al Dhafra Range T1-1 (this was what it was when originally copied) This is what it was renamed to as per my script that has been working prior to 2.7 I have done nothing other than open the mission in the 2.7 editor. To test open an old mission and look for units and groups you copied and pasted and note the names have reverted.
  15. The Nevada cold and dark instant action mission. The message to player at the start is the message from the F/A-18 Hornet cold and dark mission.
  16. It works if there is no wind, foe some reason the INS wind calculation that is fed into the bombing solution is inaccurate even with drift disabled. Don't give up on the Mirage it's something that will get fixed with the INS errors they are aware of. Besides It's one of the best flying module in DCS.
  17. If you haven't flown the Syria Cold Start Instant action it is really worth doing it and flying the planned route. I was pleasantly surprised with the scenic tour voice over. Not to mention the destination airfield is very cool. Great job ED, awesome to see one of my favorite modules being still updated.
  18. Mirage Man Magazine Issue 13 is now out - keep up to date with what's happening in the DCS Mirage pilots world. Mirage Man Magazine Issue 13.pdf
  19. Yes your bottom example is how it should be. The CDI should be anchored to the runway QDM.
  20. Upon some reading of the M2000 Flight Manual it appears the anchor point is the "Repere de cap vrai de piste". Or the Runway True Heading Mark. (QDM) the CDI or Track Axis extends from this point.
  21. If they are using INS drift calculations I agree. The Anchoring of the CDI though should be investigated. I find it hard to believe it would be referenced to Heading not Track.
  22. @jojoIn the screenshot above INS drift is disabled. The errors are caused by the wind calculations in the module. I have now invested dome time flying approaches in different wind conditions. Some observations: The Course Deviation Indicator behaviors reliably it is just anchored to the wrong place. As you can see above it is anchored to the Aircraft Heading 115. This is incorrect it should be anchored to the aircraft track this would make it sit over the Synthetic Runway Symbol when you are on track. It would also provide steering commands based on the track of the aircraft. This is why it sort of works in Nil wind (tack and Heading are the same). There is a massive miscalculation of aircraft drift angle. In the above example I believe Heading is accurate based on 10kts of wind from the North. What is inaccurate is the location of the Flight Path Marker, Steering Cue and Synthetic runway relative to the Heading Scale. They should all be centered under 119. That is my track I'm flying. The runway is physically where the symbol is and I calculate the Heading Tick to be roughly accurate Should be 116 (3 degrees of drift). So I conclude that the Drift the aircraft model is displaying Tracking ~140 (24 Degrees of Drift) at 155 kts TAS would require a wind speed of 73 kts from 360. All that needs to happen is to have the Aircraft model fly the same drift angle as the Heading scale. I think the two are decoupled at the moment. And Achor the CDI to the track not the aircraft heading as is currently done. Check with your SME, but the HUD I use all ground based guidance is anchored to either the Track or Runway track in the case of the synthetic runway.
  23. I think the issue is the wind, If you take the wind out it will display correctly giving you a CDI dashed line over the Runway and aligned with the QDM. Once you add wind I suspect it places the anchor point for the CDI downwind the difference between the Track and Heading (drift) In reality it would anchor the CDI to the QDM and once you are on centerline it would line up with the runway. I.E it would display desired track. It just needs to be anchored to the runway QDM for the ILS localiser course and it would function correctly. There is also an issue with the Heading scale and flight path maker. This shot below is for a QDM of 119 the ILS Box and flight path maker should be sitting below 119. and with a crosswind like is shown from Left to right the flown heading should be to the left into wind.
  24. I thought I would share Mirage Man Magazine. A monthly look at what’s going on in the DCS Mirage pilot community, I put this together for our Squadron, however it may have appeal to the wider DCS Pilot group, so here it is. Please enjoy Issue 12* *If you don’t have a sense of humour keep moving. Mirage_Man_Magazine_Issue_12.pdf
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