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Pamenchan

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Everything posted by Pamenchan

  1. Hello, i have a problem with the TF-71 campaign : when i get to a catapult, nothing happens, like if the crew does not see me, and also my wingmen do not move at all ! - I've tried in both stable and OB : same result. - I've done all the installation steps multiple times, nothing changes.
  2. As i said in the F-16 forum, the JF-17 dogfight ability is superior to the 16s and 18s only at very low weight and low altitude. The more you add weight and drag, the more you'll see that its engine suffers in comparison to the others, which is to be expected if we look at the data that is available.
  3. Take it for what it is, certainly not the most precise measurements ever, but it should give a good picture of what's happening. Some insights : - The Tomcat has both an incredible maximum and sustained turn rate, i have a hard time to control it at low speeds. - The F-16 seems really close to the available data in this configuration, it would need further testing at different altitudes and loadouts. - The mirage has the best max turn rate, but the sustain is below its competitors, and it loses energy faster than the others when pulling hard. - The JF seems to be an incredible knife-fighter, better than the Hornet in both ways, except at really low speed (around 200 knots) ! Again, this would need to be tested with other altitudes and loadouts, but for now, i'm done with it.
  4. Yes, that's what i've done, if it wasn't desactivated i wouldn't be able to hold the 11g in the F-15.
  5. Maximum and sustained turn rates for the F-16 and F/A-18 (without override), and how they compare to HAF data. 25% fuel, clean, sea level.
  6. I've redone some tests, this time removed all the pylons and changed the configuration to be more in line with the HAF data. This is only for the maximum turn rate, i will do the sustained one and add more planes when i have more time. I'm not familiar with FC3 planes, i never fly them, i added the F-15C to see how it behaves, and WOW !!
  7. I've done a bit of testing in game, the data is extracted from Tacview. I don't pretend that this is the most accurate data ever, but i wanted to compare it to what is available to us (from the HAF manual, red lines). And yes, the atmo conditions are set as in the manual. Some interesting facts : - Cannot get past mach 1,12, should be going a bit over 1,2. - Note that the Hornet can get to 1,2 mach. - At higher speeds the data is similar, taking into account some error margin. - However, this changes at 550 knots, we cannot sustain the turn at 9g anymore. - Around 450 knots, the maximum turn rate becomes almost what should be the sustained one. - At 325, it falls even lower than that. To me, it seems that either the engine is not providing enough power, the drag of the aircraft is too high, or a combination of these two.
  8. You are starting your turn too fast, you can do full 360's in about 15 seconds if you start your turn just under 0.7 mach, and this perfectly matches with the charts (sea level, 50% fuel), the quickest turn zone (24.9°/sec, 14.46 sec for 360°) is around 0.6 mach. The max sustained turn rate is just at 0.7 mach, and if you keep it at this speed, according to the chart the turn rate is 21 deg/sec (17.14 sec to do 360°), and it will only decrease the faster you go. At 0.8 mach (your turn starts at 0.77 according to the HUD), the rate falls to 18.5 deg/sec (19,46 sec for 360°). To me, it doesn't seem to be underperforming. It's not because you're pulling 9Gs that your turn rate is higher. In fact if you are at mach 1.2, you'll be still at 9G, but you'll be turning at 12,3°/sec.
  9. The AI model is really strange, i takeoff in the viper, climb to to altitude, and then back off the throttle to let him catch up : he's having hard time to close up, even if he's in full burner and i'm not even at mil power !!
  10. Also, as there is no built-in g-limiter in the F-16 (contrary to the hornet), the pilot must be careful with his stick inputs, because even with the switch in CAT III position, he can pull 9+G's, which would be over the limit for the loadout and thus cause damage to the aircraft. Some exemples : 4x AIM-120, 2x AIM-9, 2x 370 gal tanks = cat III, 7,0G limit 2x AIM-120, 4x AIM-9, 2x 370 gal tanks = cat I, 7,0G limit 4x AIM-120, 2x AIM-9, 1x 300 gal tanks = cat I, 7,0G limit 6x AIM-9 = cat I, 9,0G limit 4x AIM-120, 2x AIM-9 = cat I, 8.5G limit 2x AIM-120, 2x AIM-9, 2x AGM-88, HTS pod, AN/ALQ-184, 2x 370 gal tanks = cat III, 6,0G limit 2x AIM-120, 2x AIM-9, 4x GBU-12, Sniper, AN/ALQ-184, 2x 370 gal tanks = cat III, 5,5G limit
  11. I you want to know precisely what are cat I / cat III loadouts, you must find the 1F-�16CM-�1�-2 manual, there is everything to calculate that in it.
  12. Paddle switch.
  13. I've noticed that the waypoints cues on the HUD and the radar seems to drift when you stay in the air for a long time, while the HSD stays correct. I've done an inflight alignement to make them good again. Isn't the block 50 supposed to have the EGI that corrects itself with GPS ?
  14. I don't know how the pylons are modeled ingame, but that's a big problem if the drag caused by AG weapons stays attached to the plane event if you get rid of everything.
  15. A single pylon has a drag index of 15, if you install a gbu-12 on it, the bomb itself only has a drag of 7. So it's not surprising if you get rid of the bombs, but still have the pylons, you will keep a lot of drag (and it's even worse if you have the TERs on the pylons, it brings the drag index to 24 for each one).
  16. Pamenchan

    Agm-154B

    "In 2002, the Joint Requirements Oversight Council deferred production of an antiarmor JSOW variant (JSOW B). By October 2002 the Air Force cancelled purchase of more than 3,000 of the JSOW-B due to technical problems and cost overruns. Planned production of the JSOW/BLU-108 was deferred in the POM-04 budget. The Navy conducted IOT&E in FY 2003 to verify operational effectiveness and suitability. The FY '03 budget request contained no funds in PE 64600F for munitions dispenser development. The Air Force terminated the Joint Stand Off Weapon B variant dispenser weapon, which cost $375,000 each, in October 2003 due to technical delays and cost increases." Seems we shouldn't have it on the viper either...
  17. It should trigger the RWR warning only when you are in STT mode, or when the missile goes active.
  18. Love those missions (i've done the hornet version). But night missions are a bit weird, the viper has no external lighting, nor NVG, for now...
  19. Yeah, noticed it too, AI wingmen are rolling much too close behind, seems that they are constantly hitting the brakes to avoid the collision. Not an F-16 only issue, they do the same thing in the hornet.
  20. CMS up should use the program you've selected (1-4). CMS left should use the program 6, but i did not saw it do anything. Program 5 is the wall dispense button.
  21. Maybe the configuration the pilot wants to use in each mode (nav, A-A, A-G) can be parametred in the mission datacard, as well as the waypoints, countermeasures programs, radios, etc... ED said they want to implement something like this in the future, so we just have to wait...
  22. I fixed it by changing Mods\aircraft\F-16C\Options\optionsDb.lua this way
  23. Tryied this, still didn't resolve the problem.
  24. The nav switch was on the older version of the HSI, what we'll have is the updated EHSI (Electronic HSI), where the switch has been replaced by the "M" (Mode) button at the bottom the display. You select the mode you want by pressing this button, the active mode is displayed inside the HSI (here it's NAV).
  25. Love the AI in dcs... Was doing the third mission (night formation), when the AI F-15E's patrol comes to refuel, guess what ?? One of them just crashed into the tanker... :doh:
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