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Super Wabbit

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Everything posted by Super Wabbit

  1. Both the AI and static versions of the A-20G now appear very very small. Tried on Caucasus and South Atlantic maps. I ran through all the static models of aircraft and this was the only one that had been shrunk. nullnull
  2. I don't exactly know how I wound up in this situation. Could have been too many G's or a lot of AAA, but I lost both wingtips and ailerons nearly simultaneously. Still managed to land it! I do not recommend flaps in this configuration...
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  3. Spud Spike just released a video that touched on using the "Restrict Afterburner" option in the mission editor to prohibit the AI from using boosted power setting.
  4. Aww thank you!
  5. TL:DR - I think the script works perfectly if you define the internal fuel capacity only. Tested the script in the P-47 by setting the fuel capacity to 370. Rearmed the P-47 to 100% fuel and the script displays 369 gallons which is pretty close to the theoretical max (I wonder if they are accounting for usable fuel amounts). Added drop tanks and the total gallons goes up by each drop tank capacity. Fuel percentage may be calculated differently based on tanks attached. I've noticed in the rearming menu, if you put empty tanks on an aircraft, like the F-14, your current fuel percentage will change because you've increased your capacity. If you've ever landed an F-18 with empty drop tanks, refueling takes longer and when you move the fuel slider in the rearming menu to 100%, that 100% now represents internal fuel plus drop tanks. Tangent/Story time: I rearmed the P-47 down to 0% without drop tanks. The script then displayed 1 gallon. When that gallon was used up the engine shut off. From the rearm menu, I left the fuel slider at 0% and added two 150 gallon drop tanks. Script now reads 300.4 gallons and the rearm menu now shows that I'm at 81% fuel. 81% of 370 is roughly 300. But, going from 81% to 100% fuel in the rearm menu from this configuration now displays 669.2 gallons by the script. This is the correct value for fuel in gallons. But I have no idea what the game is doing with its percentages calculation. If 81% = 300 gallons, adding 19% more fuel then adds 370 gallons. That math isn't correct so I'm assuming that DCS calculates that fuel percentage based on internal tank capacity and cannot display over 100% in the rearming menu. Setting the script to use percentages agrees with this. The script will show over 100% with drop tanks equipped and the amounts are accurate (with in a small margin of error). With the script set to 370 gallons (full internal) for a P-47, with full internal fuel plus two 150 gallon drop tanks, the script displays 180.9% fuel. 181% is the calculated value. BTW - the fuel capacity, when set to the internal fuel amount, is super accurate. I think DCS is doing all its work based on usable fuel only, which might explain some of the math not lining up exactly. When the script reads 0.1 gallons left, the engine is running. As soon as it ticks to 0.0 the engine shuts down. Sorry I haven't said this before GTFreeFlyer, but thank you for this script. It is a great tool. As an aside, it's funny to see the Fuel Consumption and efficiency when you refuel the aircraft. Also, pointing the script at AI aircraft gets some very interesting results. The AI seems to be supernaturally fuel efficient. Cruise at 15k feet for a human player sees roughly 70-75 gal/hr at ~200 knots IAS in the Corsair. An AI flying that profile gets ~36gal/hr in the same configuration. No combination of RPM, Throttle, Blower, cooling flaps can match that for a human player.
  6. Haven't had a chance to test yet. I'm wondering if the drop tanks and fuel system aren't quite finished yet on the Corsair. I had the 2 150 gallon drop tanks equipped, set the fuel selector to the right drop tank and waited for the engine to quite. It appears that it pulled from both drop tanks even though I never selected the left drop tank. That's why I wonder if there is there is something not quite finished yet. If I get to it, I'll also test this on the P-51 and the P-47 for reference.
  7. Question about drop tanks. The documentation says to set the FUEL_TANK_CAPACITY to the internal fuel tank total including external tanks. So if I run the Corsair with 2x 150 Gal drop tanks, I should set this to 537. When I do this it's now reading that I have 1227 gallons with the drop tanks equipped. If I unequip the drop tanks in the same mission, the script displays 537 gallons. If set the fuel capacity in the script back to 237, the internal fuel level, and then attach 2 150 gallon tanks, it reads 541 gallons. That's still not exactly correct but it's close. So should that value only be set to the internal tank capacity?
  8. Are there updated HARM tables for the new assets that I've missed, or is it possible it's in a DCS directory somewhere? *edit: I see that the F-16 manual has the new assets listed and their RWR codes but no HARM codes.
  9. Mk-82 delay fuzes are doing the same thing for me. Nose plugged, FMU-152 Tail Fuze set to a 4 h Function Delay. Dropped from an F-4E, I tried all 4 arming settings. Only safe didn't detonate. I also replicated the issue with M115, M116, and M117 delay not working, dropped from a Corsair Mk-82 Delayed Fuze Not Working F-4.trk M115-M116-M117 Delayed Fuze Not Working F4U.trk
  10. I'm seeing the same thing. I found this video from 2022 (pardon if it's already been posted) of an F4U-1A doing an engine off 180-ish. It definitely shows that the tail wheel should be castoring at least 90 degrees. I know this is probably a minor issue for most, it isn't Digital Taxi Simulator after all, but it'd be nice to get it updated. My test was a taxi up to 20kts at 20in full prop rpm the full left rudder and left toe brake and I could barely get the plane to rotate past 90 degrees where it just came to a halt. I honestly can't get this thing to ground loop at all, even abusing the hell out of it. Might have been a conscious choice to make it easier to taxi and takeoff while it's in early access?
  11. That got me thinking that those options might be hidden but they aren't. Checking the options file in a .miz archive shows: ["F4U-1D"] = { ["Shake"] = 200, ["CPLocalList"] = "default", }, -- end of ["F4U-1D"]
  12. I was noticing that the tail wheel doesn't caster more than a few degrees one way or the other. Maybe 15 degrees each way. In addition to the weird friction feeling of the main gear. It's almost like the auto rudder helper is on regardless of your personal settings.
  13. Also experiencing this on Caucasus. It almost feels like the tail wheel has a centering spring in it. Full left or right brake, tail wheel unlocked and lot of power to get it to turn on a point and the tail wheel does not seem to caster more than a couple degrees off center.
  14. Is this why the engine shuts off when the Main Tank Fuel level drops below 50 gallons?
  15. Clean config with 50% fuel, +25C, and no wind, I was able to get the following: 268 kts @ 277 ft rated power (max cont) 307 kts @ 311 ft full power (edited to add weather conditions)
  16. There's a seperate button wired just to the rockets. In the cockpit it's the red button in front of the throttle area, in front of the flaps indicator. There is some white lettering that says FFAR.
  17. Quick test with update 2.9.7.59074 released today: Shilkas rearmed without issue but the Msta is still complaining that it's moving.
  18. Came here when I noted last night that Msta and Firtina artillery units are not reloading. When you hop into them with combined arms I get a similar message that the vehicle cannot rearm while moving even then the vehicle is stationary and the nearby ZIL-135 is also stationary.
  19. Now that the F-4E is released, for the first time I'm dropping strings of bombs and I'm finding that the bombs are destroying themselves before they land when using this script. A quick fix in using the MXU-735 plug and changing the function delay to 0.25s. Also increasing the interval time can help.
  20. With update 2.9.6.57650 the SON-9 Fire Can radar has a search cone, as if it is directional. I thought this was a 360 degree search and track radar, what is the search cone telling us?
  21. Realizing that made everything click into place.
  22. I just spent some time practicing and on the advice of another DCS friend I experimented with different trim settings. At a heavy loadout (say between 95% and 100% of gross weight), I found that setting trim to halfway between 0 and -1 works really well. My new takeoff procedure for this trim setting is: Full aft stick before 80kts There will be a slight nose up pitch as the nose gear fully extends, continue to hold full aft stick. At the next nose up pitch moment, release the stick to neutral and the rotation is captured at roughly 10 degrees. Make small pitch corrections as needed and the aircraft should fly-off momentarily. Apply nose down trim and/or stick to maintain 10 degrees of pitch as the jet accelerates to 350. Probably still needs a little more testing and practice but I'm not over rotating and on the replays, my takeoffs look very similar to videos of the real thing. A look at the manual suggest -1 to -3 trim for takeoff. It also notes that for light weight configurations may cause you to have an aft CG and to take note to not over rotate. Given than, using less nose down trim for a heavy takeoff makes sense to me. Trying -1 nose down trim works but isn't as error proof for me, but if you're stuck on flying by the book I think a little more practice and I can make that work. I did also try a 0 trim setting and easily over rotated. The nose just rotates way too fast and you need forward of center stick position (in the real world) to stop the over rotation.
  23. Thanks everyone. I did check and FFB was not enabled. I'm running the Thurstmaster Warthog and at this stage in its life my stick isn't as smooth as it once was. A stick extension would definitely help. I mean, I'm not really upset that this means I need to spend more time practicing!
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