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NorgeNate

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About NorgeNate

  • Birthday July 25

Personal Information

  • Flight Simulators
    DCS, MSFS 2020, XPlane11
  • Location
    Bodø, Norway
  • Interests
    Outdoor Adventures, Guitar/Music, Flight Sims
  • Occupation
    Aircraft Mechanic

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  1. Thanks for the vote of confidence. I have a tendency to beat myself up when I make mistakes. I don't usually go for long, just long enough for the embarrassment to wear off and/or I forget I did or said something stupid. Cheers!
  2. External wing tanks and their pylons are a single unit and are not separated except when in the fuel barn for inspection. They also jettison as a single unit not unlike the photo above of the F-22. Having the jet spawn with these pylons on and no tanks makes my left eye twitch something fierce...
  3. I'm curious, since this post is labeled "Correct as is" Should a new topic be made since it's definitely NOT correct? Edit: Well, maybe not completely wrong. Checked the -1 and I'll be damned! That formation knob and wingtip dimming setting is new to me. I'll admit, we had the older light control panel in my day and I can't recall the system working that way. My bad! Something seems off about the upper IFR lights though. I don't think they are part of the fuselage circuit and only come on with the IFR switch. Edit2: Never mind me, I'm an uninformed idiot. Everything works as is except the lower tail nav light. I'll crawl back into the hole I came out of and disappear.
  4. Unless there was an update to the real world lighting system in the jet in the last 8 years this is modeled wrong. The formation light knob can only control the white formation light just behind the NLG and the tail-flash lights on either side of the tail. The "master" switch controls power to the lighting system. In "off" everything is powered off. In "covert-all" all lights are set to NV levels. In "covert A-C" only the anti collision is in NV mode. In "covert form" only the formation lights are in NV mode. In "norm" all lights have power to them but can be controlled individually. The anti collision knob controls the different flash patterns. The flash-steady switch is for the wingtip, intake, and tail formation lights The wing/tail fuselage bright-off-dim switches are for the same formation lights but for day or night ops without NVG's The IFR knob is for IFR lights which are the pin light on the leading edge vertical stab and the aft facing light just aft of the canopy So, OP may be right. I still need to check myself though. EDIT: Just checked and yeah, the lighting system is not modeled correctly. EDIT 2: It appears that the tail light just above the exhaust is not working at all. That one is white (US) and blue/green (EU) and is part of the wingtip and intake light circuit.
  5. My original complaint was about the xfer rates from the external tanks but now it applies to the total fuel flow rate as well. They have said it's a WIP but it's been a while now. I get that they have quite a bit to do and I won't pretend to know what happens behind the curtain but I thought 2 years would have been more than enough time. I'm even curious as to why the external wing tank model hasn't been modified yet. Most everyone knows that it's a single piece unit and not a seperate tank and pylon and when jettisoned the pylon and tank separate from the wing as one unit.
  6. Thanks Bignewy! Sorry, I didn't mean to come off as impatient. I was just curious if anything was being done. I understand all of the hard work going into to this sim and appreciate everything you guys do. Cheers!
  7. I hate to bump this but I just did a bit of a test and it looks like the fuel transfer rates have gotten worse. I was getting 80000 pph in full burner at altitude on the Nellis map. That's way off. It's been nearly 2 years since I posted this bug and not much has been done. Any word on this or is it still just WIP? Fuel Transfer Test.trk
  8. Yes, your belief is accurate. That is basically how it works. It's just the fuel flow rate from the internal tanks is much higher than the flow rate from the external tanks. Absolutely, but you would really need to fly in burner for quite a long time before any issues or imbalances were to happen. Yes I agree
  9. Yes, I have. it's been a while though so who knows if it's in the works or not.
  10. This is actually modelled wrong as of now. I hope they fix it in future updates. The CL fuel tank has a maximum transfer rate of around 18000 pph or 300 ppm. At 2010 lbs capacity it'll take approximately 6-7 minutes to deplete. The External wing tanks have a combined maximum transfer rate of about 30000 pph or 15000 pph each so even with 3 bags the combined external fuel transfer rate at seal level still could not keep up with the internal depletion rate. There is a warning in the -1 to not use burner for prolonged periods due to risk of trapped fuel or even a flame out. Hopefully they get this fixed soon.
  11. With the seat in the safe condition the "CK SEAT" caution light does not illuminate. It operates fine with the LT TEST though.
  12. Same issue here. To be fair, I haven't flown DCS in a few weeks since I've been flying the "real world" but sure enough, loaded up the F-18 and my profile was completely wiped. I tried to click on "load profile" but it was inop/non responsive. Quit the game and checked to see if the profiles were still in "saved games" and they were. Just no way to load them. I guess I need to rebind. Cheers!
  13. I tried a basic search on this and not much came up. Is there going to be some sort of ID/tail-number system where the number can be either chosen by the player on a first come/first serve basis or automatically generated on spawn? It drives me crazy seeing several jets formation flying or flying in a package with many with the same number/livery. How can you differentiate between players in radio silence or in red vs blue with similar aircraft? Just an idea. :pilotfly:
  14. I feel I may need to chime in here. First, this is not block specific. All F-16's do this. If I remember correctly there is a certain parameters in the maintenance manual that need to be met during an ops check. Upon selecting gear-up the gear and doors need to be up and locked within a certain amount of time. I want to say somewhere around 7 seconds or so. For this to take place the main gear needs to retract rather quickly (see above videos). To keep the main gear from slamming into the wheel well with too much force it is slowed down (again, see above videos) at a predetermined point by a metering valve. If it were to be allowed to fully retract at the initial speed there would be serious fatigue and wear on the up-lock hook assembly as well as the up-lock roller tabs which are incidentally part of the lower shock strut assembly and would be a huge PITA to change all the time due to cracks. The OP is right, it is slowed down. Do we need that modeled? Probably not. Would it be a nice attention to detail by ED if they implemented it? Yes it would. Cheers!
  15. Cheers Tundra! I'm not sure you're getting what I'm saying or there may be some things being lost in translation but I think there is something that could be fixed in the editor. For example, I set an F/A-18C on a spot and link it to the carrier. I then copy and paste it to another spot. It doesn't stay or even go to that spot. It snaps to the center of the carrier. I then have to unlink it then move it, then link it again. Maybe it could be fixed. Not a big issue but something that would make things easier in the ME.
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