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J13 Serenity

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Everything posted by J13 Serenity

  1. Yes, I concur One of my friend assumed, that, may be, the notch on Merlin 21, 23 and 25 is located on the same physical spot. But due to Merlin 25 power increase, the notch, consequently, corresponds to more power... Also, he mentioned, that due to engine changes and ongoing trials, the manuals had to be rewritten and chaos ensued. The main question here, is was underlies the DCS developers decision to make Mosquito the way it is.
  2. null"Forces over 3G are very difficult to impose" Yea, right...
  3. Hey! Even more confusion! HEere is a tactical trials First past with Merlin 23, apparently, then a little bit with Merlin 25 So now, the +14 and 2850 comes as a "Combat Mode"! null
  4. There are screenshots in one of my posts above nullnull
  5. But here they specify Safety speeds for +9 and +18 But they never mention +14 anywhere For earlier engines +14 is the max, so why make a notch for max power anyway?null Haha, but "My" manual says +9? Is my manual a wrong one? It says Merlin 25
  6. And yet, they call it a " climb gate" And we know that climb power is +9lb...
  7. Its a mystery to me My speculation, is that it should be at +9 My arguments: The manuals I've found specify +9 as climbing power They call this "Throttle stop" as a climbing power They recommend keeping power at the notch for climb at 2850RPM, that eliminates +14 or even +12lb due to an engine limitation of +9 and 2850RPM max for 1 hour Takeoff at +9 and 3000rpm is very practical, because takeoff is much smoother and all you need to do after is reduce the RPM and you are in a climb configuration. Its the same philosophy as Spitfire, where you takeoff at +7 or +12 3000RPM and only need to reduce RPM afterwards for Cruise or climb engine power. Less control manipulation, better SA Makes sense to me But there are evidence for +12 at the notch in the same manual Here they say "Takeoff at climb power at the notch" and give takeoff safety speeds for either +12 or +18? And that makes me very confused null
  8. Ok But in DCS we get about +14 boost How can that be explained? And what is the purpose of that stop it its +12? Its not a climb power Its now a takeoff power Its no max power What is it for? I am not trolling, I just tries to understand the practical reasons behind all this.
  9. Any reference for that? Manuals include Merlin 25 if you read carefully Also, what is a commons sense for that? Climb power is +9 and 2850 Max power is +18 3000 What is a name for +14 3000? or +14 and 2850? Manual says that max for 2850 is +9...
  10. Also this one https://zenoswarbirdvideos.com/Images/Mosquito/MosquitoFB6Manual.pdf Page 21 Same +9lb boost at the stops
  11. Friend gave me that manual, cant find it online quickly Here are some screenshots from it: https://app.gemoo.com/share/image-annotation/562805392285552640?codeId=Pa6RjgJ7G3QeN I missed it somehow, but it specifically mentions "Throttle stops" to be +9 lb bost...
  12. Hi When throttles are set to the detent, at sea level, you get about +14lb boost 1945 manual states that you should take off and climb at that detent and 2850 RPM At the same time, the max climb boost is +9 lb 1950 manual states that you should climb at +9lb and 2850 RPM boost specifically What am I missing here? Is detent position correct? should it be for +9 at sea level, or is +14LB is a climb power? Also, for merlin 21 and 23 it mentions +14lb boost as a max takeoff with boost cut-out pulled... Does anyone knows whats is going on with this detent? Thank you
  13. Thanks for the insight Something does feel wrong May be the control feedback is to blame indeed... Like Spitfire, where even at flatter speed controls are light enough to exceed 10G easily While on BF109 its almost impossible to over G due to stick forces...
  14. Hi I could not find, in any manuals, a G load limitation for this Mosquito model But is says Fighter-bomber Here is a track, where I did a few 5-6G pulls with 50% fuel and no bombs or rockets. One manual from 1950 specifies that at weights below 19000 pounds there are no limitations on aerobatics Most of my pulls were about 5.5G, maximum and one of about 6.3G according to LCTRL+Y Stripe Eventually, at about 4.9G the wing came off. Mosquito has no accelerometer, and even at 320MPH IAS its easy to reach 5G It doesn't make sense to me. How are you supposed to use this plane as a fighter, if even a 5G maneuvering is enough to , eventually, reach structural failure. Any time you engage in any kind of prolonged air combat, you almost guarantied to lose a wing... Even if you do a overhead attack on an enemy bomber, or dive bomb... Its so easy to exceed 5G on Mosquito in DCS, that any combat manuevering will, eventually, lead to a structural failure... And its almost impossible to control your G factor due to no instruments available. And if 4-4.5G is the max, then the maneuvering safety speed would be below 300MPH IAS, which questions the fighter designation for this Mosquito model... I tried different fuel management tactics For example emptied the outer wing tanks and the fuselage ones. But is seems to make no difference I tried 10% fuel - same results. I tried maneuvering at below 5G, and even then, after some time, the wing came off Is this normal or a bug? Here is a track: Mosquito over G test.trk
  15. 1. Drop tanks might have the wrong amount of fuel in them see this link for the other topic 4. When Fuel tank gets on fire, after a short period of time the wing just disappear. No explosion, its no even breaks. Simply vanishes. 3. When you engage an electrical fuel pump, even though the long range tank is empty, the red low fuel pressure light on the right side of the panel does not lit. 4. Even when you run out of fuel, the "Fuel pressure warning" light never lit. 5. Emergency landing gear extraction system cannot be used. (I feathered both engines, gear comes down about halfway, I pressed the emergency extension, but nothing happened, there is no hand pump) Also, the emergency gear extension push lever is labelled as a manual hand pump on the pop up message. 6. On spitfire, if no fuel pressurisation and no electrical fuel pump, after 10000 feet engine gets fuel starvation On Mosquito, you can climb to 30K+ and everything works fine without pressurisation. Does it work as intended? 8. In the manual it is stated, that there are two engine driven hydraulic pumps, but even one is enough to supply the system, although at a "Reduced rate". Well, I feather one engine, and there is no difference in gear/flap/Bomb bay extension/retraction, even if I do all three simultaneously. Also, Manual pumping has a lot of applications, so it should be implemented in DCS. The whole hydraulic system right now seems like a place holder 9. Generator low voltage light is very dim, even at night it is hard to notice. Only bomb bay open light cover can be opened. But many other light always have their differ on with no way to remove. They should be made clickable for day flying. Also, the same Low voltage light keeps flickering on and off even during normal operation, is that "working as intended?" sounds. I wonder if this Beam approach in Mosquito is just a place holder. 11. From what I understood from the manual, the radio requires HI voltage from left engine dedicated generator Well, after tuning the beam approach and DF, I feathered the left engine, but all radio equipment kept working. Is it a bug or my misunderstanding? 12. Sometimes the gun fire sound gets stuck and is neverending. The only way to fix it is to open a side window!!!? and cycle the trigger! 13. For some reason, the plane, sometimes, requires full rudder or aileron trim when carrying symmetrical bomb, rocket or fuel tanks loads. For no apparent reason, the plane is heavily out of trim until the ordnance is dropped, including empty or full fuel tanks... 14. UV lights can be turned on no problem, but if you cycle them off and on again, they never get lit again and fade. Is it a bug? 15. Maneuvring without over G at speed above 300 miles per hour indicated is almost impossible without, eventually, breaking the plane. Due to high sensitivity and very efficient elevator controls, as well as the absence of any G load indications, any, even slightest loss of vigilance leads to over G and a crash. I do not believe that Over G on Mosquito can be attributed to a "Skill issue" The controls efficiency and feedback are not "Coded" correctly and safe maneuvring at high speed is simply impossible at its current state, unless you have a force feedback joystick. 16 Damage model is also questionable Mosquito catches fire very easily, even from a MG. Almost any cannon (20-30mm) shell leads to both engines oil leak, both radiator leak, multiple fuel tanks leaks. Its hard to properly judge the resilience of the Mosquito in DCS, but, compared to any other WW2 modules, mosquito is one of the easiest to destroy. Spitifre can survive a long MG burst or a few cannon hits. Mosquito - almost never. Somehow, its always both engines that get damaged at the same time... Multicrew: 1. Some instruments are not synchronised with the navigator From the navigator seat: 1. Rate of turn indicator always centered and doesn't move 2. Aileron trim indicates 2-3 notches left from the pilot indicator, elevator trim indicators are also not synchronised 3. When external view, landing gear can be transparent for the navigator. 4. For the navigator the pilot radio is always off, including the lights on the actual radio box. Also, right not, the Navigator cannot use pilot's radio for SRS communication... 5. It is possible to use ADF for SRS communication, but for pilot and the navigator the frequency is always 0.001 off for example pilot has 1300 KHz and navigator has 1301 KHz and only one of them can actually communicate on that frequency. 6. Sometimes, when pilot feathers the engine, for the navigator the prop is spinning, and he has to feather the engine as well for the prop to stop. 7. A weird bug (possible) when flying multicrew we started on outer tanks, after switching to inner, after some time, flying on both engines, from the pilot perspective left inner fuel tank reads higher then the right inner tank. While for the navigator they are the same. For example, for pilot there are 100 gallons in left tank and about 20-40 in the right. Fore the navigator - both shows about 110 gallons So the navigator total fuel is higher then the pilot Then pilot shows both inner tanks zero, engines stop. But the navigator still has 20-40 gallons in each inner tank... 8. Sometimes the engine might be stopped for pilot but spinning for the Navigator. All engine instruments are also not synchronised. 9. Another weird possible bug: When a player connects to the server and jumps directly to the navigator role, he is not assigned a "Faction", and his nickname can be seen as both the navigator and the spectator... That leads to a bug like inability to use SRS radio, because the player is considered to be a spectator... In order to fix that, a player has to select an pilot role on any other plane, before jumping to the navigator seat. 10. When playing as a navigator on the multiplayer server, if you click on a spectator, nothing happens. Once again, you must select a different pilot role before you can exit the mosquito navigator seat to the spectators... 11. Sometimes, when playing as a navigator, at night the landing light are not visible. Pilot can see them, other plane crew can see the landing lights, but for the navigator, the landing light of his own airplane are always off.
  16. Hi I would like to add to this topic From my tests there is a difference between 50 and 100 gallon drop tanks But The amount of time your can fly with them is weird I tested it like that: Editor, channel map, default weather Without drop tanks on outer wing tanks at the altitude of 2000m +16/3000RPM I would consistently fly for 25 minutes. My rough maths is 116/25=4.64 gal per minute With 50gal drop tank fuel is enough for 37 minutes, which gives about 172 gallons of fuel? With 100gal drop tanks it runs for 47 minutes - 218 gal of fuel I did read the manual, where they suggest to empty outer wing tanks, switch to inner and wait for the transfer, and then use outer again Well, I tried that, and there was no difference After emptying the outer tanks, with 100gal drop tanks it barely transfers 50 gallons to each side With 50 gal drop tanks - about 30 gal or so It seems like there is a bug, and 50 gal tanks are actually about 25-30 and 100 gal tanks are actually 50 Or, maybe, my testing is wrong?
  17. Hello! Does anybody knows how the propeller feathering works? Usually, on multiengine, there is some kind of additional feathering pumps or so... In my testing, even if the engine was stopped, propeller could still be feathered and unfeathered. But when my mosquito had no battery and no generator, the feathering did not work. It might be a bug, or my misunderstanding But is seems like the feathering requires electricity There is no info on this in the manuals I've found May be somebody here knows the truth? Thank you
  18. Well I can't argue about Gunners efficiency, since I don't have any respectable data or statistics on that one But the "Fire all ammo at some point in the sky" bug is obvious. Also, the inconsistencies with how they fire or not fire are obvious (to me at least) as well. Its hard to describe, because Its hard to compare different cases. For example, last PvP mission we had, Ju 88 gunners that would fire very vigorously at certain players, and completely ignore others. Some of my friends said that the developers should swap BMP and BTR AI with the Ju 88 gunners... Something is not right with these gunners Like if there is a visibility bug for gunners, or their target selection or something else. Like if there is some kind of random present, or its just bugged and doesn't work as intended. Or, maybe, it does work as intended. Long time ago, I made a mission, where Mig 15 had to intercept a swarm of B17. B 17 gunners would fire a lot, Mig 15 would almost always get some kind of damage if too close and low angle velocity But due to the amount of bullets flying, the FPS would drop and server would start lagging. I had to remove ammo from every third or even every second B17 to keep the frame rate high. May be this Gunners behaviour was an answer to that problem? Make gunners fire less, so people stop complaining about low FPS? Its time for a conspiracy theory
  19. I could not find a good enough answer in the documents I searched for. May be the Gyro tumbles in such a way as to not being able to recover? Or may be its just another bug...
  20. Hi Its kind of funny, how many of my friends are saying the same " it SEEMS better, but I am not sure..." If there are any changes, they are so subtle, that its hard to tell I ran some tests myself: 1. A Youtube Video of me creating a mission and trying to attack Ju88 on a Spitfire 2. I made changes to Ju88 AI (try to mix them up with some rookie, ace etc...) 3. Both tracks are attached Also, correct me if I am wrong, but the gunners should function almost like an AA battery, fire at the target continuously in order to saturate the area with bullets and if not damage the enemy fighter, at least make it maneuver and evade, and make his attacks more difficult. In DCS, gunners fire at relatively short distances and very seldom In case of a formation, only 1-2 will fire at the same time. Also, in the second test, you will see a typical bug with the gunner, when it starts to fire all of its ammo at some point behind the Bomber It happens regularly in my tests. I had examples, when three out of four bombers spent all of their MG ammo like that... Anyway, from my perspective the AI gunners are still very bugged and almost useless, especially in bomber formations. https://drive.google.com/file/d/1W0isTrbifoTDe-rsDCsRYjMiiA8XOHjA/view?usp=sharing https://drive.google.com/file/d/1ZY6XWXj0EtUxdmVkPyfRBY4RrJktBvuP/view?usp=sharing Here is a quote from some article I found online: The size of the heavy bombers and their formations could not be adequately described to a green pilot; they had to be experienced first-hand… The bomber gunners opened fire as soon as a target was seen, in order to disrupt or ward off attacks. The Americans’ browning .50 inch machine guns had a higher muzzle velocity and a greater range than the Germans MG 17s whose tracers were used to site their MG 151 cannon. So, the fighter pilots’ cockpits were surrounded by red tracers, “Swarming like wasps” in Karl Borris’s words, long before they themselves could open fire effectively; and because of low closing speeds, this extremely uncomfortable situation could continue for several minutes…some pilots would invariably break away prematurely, and the rest would pass through the bomber formation at whatever angle and orientation promised the best chance of survival.’ Many Soviet, British and American Memoirs tell similar stories. But in DCS right now, as you might see in a video, you can often fly formation with AI bombers and feel pretty safe.
  21. Hey On a Spitfire and Mosquito, apparently, Vacuum gyros only work fine if RPM is above 1200 Also, if, for any reason, you keep your RPM below 1200 for about a minute or so, your Attitude indicator will never correct itself again (From my testing) If you try to make turns on the ground with RPM below 1200 - the Gyro compass indicator will have ever growing error... you HAVE to keep your RPM above 1200 at all times while on the ground, otherwise no Artificial horizon.
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