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Everything posted by AeriaGloria
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It accounts for 2.5 degree downward deviation of gun. It is a gyro sight like in F-86 or Mirage, not a predictive sight. You need to fire after tracking the target continuously with pipper on target for 2-3 seconds, or fire 1x bullet TOF before the target enters the gun reticule in a snapshot, becuase all gyro sights have 1x bullet TOF lag
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You can fix the heading hold thing from happening by unchecking “Pedals Auto Move” in special settings so that the yaw heading hold can’t use the pedal damper to trim your pedals if the 9% authority of the AP system isn’t enough
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Fire ATGM in HOVER from co-pilot it is possible ?
AeriaGloria replied to LuckyOne's topic in Bugs and Problems
In “Petrovich Ai Helper” section of CPG controls, there is a bind called “Turn to Sight Direction,” and a “ATGM launch align maneuver,” binding these my main joystick for firing the ATGMs has made being a CPG a lot easier with Petrovich, there is also a separate bind for the 180 evasive turn, so if you have an extra hat it’s nifty -
Fire ATGM in HOVER from co-pilot it is possible ?
AeriaGloria replied to LuckyOne's topic in Bugs and Problems
There is a key bind just for having Petro line up nose for ATGM launch authority, I have it bound for easy use. I’m pretty sure there is a way to do it with AI menu. It won’t work above 300 kmh, but works pretty well below that -
The door gun was used after using a PKT In the windows was in-effective in Afghanistan, they need bigger caliber and FOV, even then often PKT/PKM were still used. You can read about it here https://en.topwar.ru/21468-vertushki-afganistan-mi-24.html
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Thank you for the article it was a great read! If we were to assume these numbers are for 80% circle, it would be the most accurate gun in the game by far. I have no idea how to interpret that. If we multiplied by ten as if a decimal was misplaced it would still be insanely accurate. Perhaps I’m doing my calculations wrong for a 0.17m radius circle at 600m converted to milliradians at 1 km
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fixed When all the DCS maps available in the Mi-24P cockpit Mini-map ?
AeriaGloria replied to Razorback's topic in Wish List
This has been a HUGE pleasure to use all map scales in all maps. I can navigation fixes in Syria in small towns. I love it! -
Having the current flare dispensers without the fairing modeled would be nice, as the fairing is often removed to save maintenance time. However changing to separate tail dispenses is different. In 1984 Mi-24V/P models started being built with the flare dispensers we have in game, but the tail dispensers are only for models from before 1984 and were built with no flares. The Mi-24P we have in DCS is representative of the last production batch from 1987-89, after the engines had been switched from TV3-117V to TV3-117VMA in 1987, EVU compatibility added in 1984 around, the wing mounted gun camera removed around 1983-1985, and the fixed taxi light was added sometimes between 1984 and 1986. So there’s a few changes that would need to be made to represent one of the first Mi-24P batches from 1982-1984, including some of the weapons that it was only made compatible with during the Afghan war like S-8/13/24. While the changes might seem minor, they are definitely enough to put off ED from giving you the tail strap on flare dispensers added to the early Hinds
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What I found is that if you are lit up by a airplane or ground radar, it is ranged within 10 seconds Howwver the logic for Fox 3 missiles is different, it will only range within 5 second timeframe if the missile is WITHIN 5-10 degrees of your nose or tail. I assume either it needs to use the full power of the front/rear antennas or utilize some doppler processing that requires a straight/front aspect view Becuase of this, the missile is usually ranged when YOU are cold or flying straight into the target, if the missile is to your side it will never range. With new AIM-120 model, you can sometimes use this to pull a barrel roll for extremely long range shots when the missile is a few miles away and low on energy. Once the missile is ranged you can turn and keep the range, but that is basically the only scenario you can range the missile head on and survive becuase it takes 5 seconds to process and you need to be far away and in thick enough air that the missile is near transonic and you have the ability to maneuver fast I find it mostly only useful for when you are cold, that will give you plenty of time to see closing speed. Many times I can outrun a missile by just a few hundred feet becuase I can so precisely see if I need to use afterburner, or climb, or have the space and energy to set up for an attack. So if the inconsistency bothers you that’s why, get that Fox 3 within 5-10 degrees of your nose or tail
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It’s there, looks awesome!
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Yes often for right turns at max speed you will realize that you will have to reduce collective if you use enough right pedal and right cyclic. You can experiment and see how much, active pause is good for that. In the manual, I think it states that for a left vs right turn, the average top sustained speed of said turn will vary by 20-30 kmh depending on direction. For example you might be able to hold a 45 degree bank left turn at 280 kmh, but only 250 kmh if your are in a 45 degree bank turning right.
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Anytime your rotor drools below 95% rpm is a bad thing. Less than 90% is borderline emergency and makes you very inefficient. In my experience, you can pull 13-14 degrees collective without rotor droop. But it will drop very fast beyond that, especially as rotor rom drops so does tail rotor, means you need more right pedal which drains power even faster. On top of right pedal draining power, so does right cyclic which causes a transient torque spike. So if using right pedal or right cyclic, it may be much less then 13-14 degrees to cause rotor droop below 95% As Miki said ETL throttles won’t do anything. Default/middle is auto and will give you max power. Collective grip twisted all the way.. If you were in combat, it takes very little bullets to take out an engines power also……
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ASO2V countermeasures mapping key for pilot only ?
AeriaGloria replied to LuckyOne's topic in Controller Questions and Bugs
“Launch SNARS” is the name of the binding -
Mi-24P autopilot and weapons guides, + Aerodynamics
AeriaGloria replied to AeriaGloria's topic in DCS: Mi-24P Hind
It is fixed, thank you for letting me know. There have been many changes lately. https://drive.google.com/file/d/1Dm9sjbkrQebwGf3FlnFha_vSj8XBLY6g/view?usp=drivesdk -
Engine power discrepancy between Russian helicopters
AeriaGloria replied to some1's topic in Bugs and Problems
Very awesome test! Also, in H setting I believe both engines have identical power of 1700 HP, which makes it a good test. According to manuals, the TV3-117VM engine in Mi-8MT should be 845 degree Celsius PTIT at H (nominal) mode. If you use PSS, it goes up to 855. For TV3-117VMA in Ka-50/Mi-24P, PTIT at H/nominal should be 910-955 degrees Celsius according to some manuals (which also say 880-910 for cruise), but other manuals says 910 for cruise and 955 for nominal so perhaps some manuals are just more detailed then others. So it seems Mi-24 is on lower end, 910 in your test against 910-955 in manuals. Ka-50 is at 850 when it should be 60-105 degrees higher. Mi-8 too high at 890 by 35-45 degrees. As for how temperature should affect PTIT, I believe it does, but all the graphs I can find in Mi-24 and Mi-8 manuals are partial acceleration checks that won’t reach full heat, or are for relation of RPM to temperature, not PTIT. Also look at the placement of H/nominal tag, on both Mi-24P and Ka-50 it seems identical, about 7.5 atmospheres. But on Mi-8 it’s much higher, at between 8-8.5 atmospheres. Perhaps that is becuase, in reality Atleast in nominal mode it produces more power with less heat and perhaps has more pressure? Idk Interesting if you compare max takeoff mode in VMA to max rated in VM, both equaling 2200 HP, the temperature is 960-990 for VMA and 9150-920 for VM. -
What happened to the S-8?
AeriaGloria replied to Hip Hind's topic in DCS: Mi-8MTV2 Magnificent Eight
Yes, basically it’s faster and flatter trajectory than even KOM now. So OFP2 tables no longer work and adjusting KOM tables for less depression or making your own tables with active pause is your best bet -
There is a manual mode that should alllow pilot to fire Shturm at anyrhing they point their nose at. But it seems this doesn’t work anymore in DCS
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As far as I can tell everything is solved and as close as reasonably possible to known performance estimates. I am very happy with the way things are now
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fixed Petrovich bug seemingly causing CTD every time
AeriaGloria replied to PluckyUnderdog's topic in Bugs and Problems
Also not happening with me, OB MT. Nvidea 3070 and Radeon 3600X and 32GB RAM. But I have heard of multiple people having this issue -
[Official] SimShaker for Aviators
AeriaGloria replied to f4l0's topic in PC Hardware and Related Software
Yes setting threshold/dead zone works perfect and doing the testing my motors seem able to work fine at low speeds. Maybe something else. I might just put an extra pad on it so it doesn’t shake me to death -
[Official] SimShaker for Aviators
AeriaGloria replied to f4l0's topic in PC Hardware and Related Software
How long has the G setting been an on/off that triggers at a specific G? Anyone like this? -
Switch SD-10 to new scheme API used by AIM-120C
AeriaGloria replied to uboats's topic in JF-17 Thunder
Very interesting. The new API seems to be really focusing on jamming and chaff effects on the seeker. Who knows if over done or under done, I know many people with AMRAAM say it is over done. If the API is not ready, I’ll be very happy when this and more missiles get this API. And we can have a more dynamic battlefield -
It may be “proof” but what devs need to investigate a bug is a track. The guidelines for reporting bugs require them. And even then often you can do big reports without them. But in scenarios like this where wierd things happen, and Flappie saying you need a track, you’re going to need a track with the issue in order to have ED take a look at it. As Flappie said, it helps them reproduce it, see what caused it, and if new patches have fixed it. You can’t do such with a video “well I am happy you mentioned the money because I paid for a product that is apparently bugged.. ” You paid for flight simulator, and it delivers on its features. However this is a minor distracting graphical bug that doesn’t interfere with normal play, seemed to happen once and never again. So don’t expect it to be very high priority. But I can say Flappie is VERY GOOD at Atleast checking your track and following up with ED if you post one.
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It is awesome to see that the S-8OFP2 now has a much more powerful motor in line with its reported specs, and that S-8KOM and OFP2 also deal more damage closer inline with their TNT equivalent values!!!!
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Armor and HEAT exist in DCS. Tanks and other units have different amounts of armor in different spots. Different armor piercing weapons have values for how much armor they pierce, and how much damage they do after piercing armor. The M151 and M282 just don’t have any HEAT effects in their files. Are you sure M282 is a HEAT warhead? Every source I see online says “M282 is for lightly armored vehicles and structures such as caves and bunkers,” and indeed in its LUA file it has a Penetration bonus for concrete. In addition, the M151 in the files has a larger explosive value