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AeriaGloria

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  1. AeriaGloria's post in FC3 Mig-29 was marked as the answer   
    Yes
  2. AeriaGloria's post in Is it possible to turn off/disable the Doppler Stationary Flight Indicator Warning Light? was marked as the answer   
    No, just not designed for night flying. 
     
    Perhaps the bright - sim switch by the top of the switches by your left shoulder, it is next to buttons to make Ri-65 Rita repeat or test herself. Those usually dim or brighten warning lights slightly, but don’t think it would affect things 
     
    As you said, you would have to turn the whole thing off. I’m sure in reality they would need to use stickers or replace the light with a filter, but the amtough answer is whe it was designed in 1972-1974, it was simply not made for night ops 
  3. AeriaGloria's post in Confounding inability to launch ATGMs as Copilot-Gunner in Multiplayer was marked as the answer   
    Open beta or stable? There was a bug that was fixed, but not sure stable is updated to the build with the patch 
  4. AeriaGloria's post in Night operations in Hind was marked as the answer   
    Yes you are just limited 
    1. You have NVG, set them to lowest gain, use cockpit lights at lowest setting, and if needed set auto range to manual source so that ASP-17V doesn’t light up. NVG isn’t so useful for targeting, but it is good for orientation 
    2. You have illumination rockets. They will illuminate about 3.5 km away, and take 7.7 seconds of flight before they deploy the flare and 1 second to light the deployed flare. You want to fire around 10-12 degrees up at low altitude (0-250m), 5 degrees around 300m, and level at around 500-600m. It is most useful to have a wingmen use them while you attack, but you can also have your periscope open, fire illumination rockets then go back to MSL/OFF so you can fire ATGM as soon as they light up. If not just open periscope as soon as you fire the flares so that the 10 seconds for gyros to spin up are used while the flare is flying 7.7 seconds and the 1 second it takes to release and light the flare at the end of its 3.5 km journey. They will only light up for 35 seconds, and you may need to fire early and fire several in sequence until you get them perfectly over the target. If needed you can have illumination rockets on one side and regular rockets on the other and switch sides 
    3. Full moon night is easiest. New moon is very difficult. It’s a bit gamey but you can also increase gamma to make it easier to see. Use your landing and taxi lights for takeoff and landing! Just turn them off while flying becuase it makes it easier for AI to spot you 
    4. the only targets you can really attack are either pre planned targets, or targets that are shooting at you with tracers. Once you’ve blown up one target in the area, it gets easier using its fire and smoke as a reference 
    It’s not easy or made for night, but using the above methods and other things you can be somewhat effective at night in the right situations 
  5. AeriaGloria's post in Low Speed Directional Static Stability appears incorrectly modelled was marked as the answer   
    If VRS usually occurs at 5 m/s, that is only 18 kmh. By the time the hover speed indicator shows max right translation, you are probably VRSing the tail rotor. 
     
    Would be great If it was published or mentioned in the aerodynamic manual, but for reference the wind speed limit for wind coming from the right is 10 m/s, 36 kmh. 
  6. AeriaGloria's post in Hind multiple weapons not firing. was marked as the answer   
    The top chart is very symmetrical weapon loading, for S-24 compatibility for example, go from S-24 vertically/horizontally (to it choice) until it intersects with the weapon you desire to load it with. 
    For example where S-24 and GUV intersect, it says in orange “Only GUV.”
    You can notice that, GUV pods only work with other GUV pods. They are not compatible with anything else on the 5 main pylons. 
     
    The outer wingtip pylons that are only for ATGM are compatible with anything, loadout restrictions only apply to pylons 1-4 that are hanging under the wing. 
     
    UB-32 and bombs have similar restrictions, becuase UB pods use a bomb rack. This is why S-8 pods have less restrictions. S-13 doesn’t work with anything 

    You can branch out from pre set loadout to a certain degree, but you will need to be aware of these restrictions 
     
    These charts are from the English quick start guide, and there is an English translation of the Russian guide on user files that has some more information also 


  7. AeriaGloria's post in Does deployment or jettison of weapons reduce weight and influence the flight model? was marked as the answer   
    DCS does simulation of weights, moments of inertia and torque moments very well 
     
    In Mi-24 case, having 4x rocket pods may have a 2-3% impact on speed/efficiency. It would be larger, but often having weight on the wings improves speed/efficiency at cruise speeds. 
     
    This is becuase the wings are behind the center of gravity/main rotor mast significantly, so any weight added to them moves CG back and causes a more nose up position. More nose up means more wing AOA/lift, and with your wing helping you out more you need less collective 
     
    You will notice the release of weight during firing, pitching to it nose down, on rockets it makes recoil even worse as you are getting rid of weight behind the CG 
    Other than that, you have to be very careful of your weight and your limits becuase of that
  8. AeriaGloria's post in AP heading mode switches between magnetic and true was marked as the answer   
    Hey I watched the track and flew myself. Not sure what you were seeing. 
     
    When you flew heading 006, the roll channel was giving left output trying to get you back to heading 000. You also had 2 degrees of left drift at the time so the deflection was small. 
    After trimming and returning to 000, the roll channel Now went close to 0, as when the roll channel is neutral is when route mode is telling you “on desired heading per route mode.” I think you were overpowering it when you were at 006. After the trim press the stick was slightly deflected more towards the left than before pressing trim. 
     
    In such a case; the manual recommends using the trim hat until roll channel is center. I have pictures but they are too big too send, but you can see it by seeing the roll channel deflection after pressing route and how the stick position changes after trim 
    I think that’s caused by the autopilot only using proportional/integrative functions and not derivative. If it had derivative, it would know to give more deflection if it wasn’t on the selected heading. But with just proportional and/or integrative functions, it only knows to give output proportional to distance from selected heading/attitude (proportional), and to fight changes in angular rate over time (integrative) 
  9. AeriaGloria's post in Petrovic AI sometimes not aiming correctly with AT9-missiles was marked as the answer   
    Do this happen in beginning of the flight? It is possible to break the sight by rolling more then 25-30 degrees, and will cause the sight gyros to not point correctly 
  10. AeriaGloria's post in Fixed 30mm firing on its own was marked as the answer   
    Is this in multi crew? Currently it’s a fixed bug and will be in next patch, but only happens in multi crew 
  11. AeriaGloria's post in Next use of autopilot route (course) does not work? was marked as the answer   
    I have a guide that will explain entire system if you are interested, but if it doesn’t work here are some possibilities 
    - battle damage, doppler being shot will mean hover/route mode won’t work since they need doppler 
    -doppler has +/-30 degree bank limits and +/-7 degree pitch limits. Exceed those and system will not turn on or turn off if already on 
    When automatically shut off, it will continue the last input until you press the “OFF” button, so make sure you do that after using it as well. Pressing it will also reset AP channels Like trim button 
    It corrects for drift from wind, so when you are on correct course you will see two things 
    1. Heading equals set heading +/- drift angle 
    2. Roll channel of AP will be centered 
  12. AeriaGloria's post in Petrovich only fires AT missiles on right side was marked as the answer   
    Did you take any battle damage? Damage can sever the pylon connection and make it impossible to fire/jettison 
    In addition, won’t side won’t fire if you loaded an incompatible munition on one side, for example GUV/S-5 pods won’t work with 8x ATGM 
  13. AeriaGloria's post in ASO2V countermeasures mapping key for pilot only ? was marked as the answer   
    “Launch SNARS” is the name of the binding 
  14. AeriaGloria's post in gun firing keybind was marked as the answer   
    It should naturally be bound to space. Or you can look up the “Weapon release” binding, look under the “cyclic” or “stick” category 
    They may not fire though if you are in wrong mode, don’t have ammo, armament not turned on, etc 
  15. AeriaGloria's post in Where is the real life Mi-24P manual? was marked as the answer   
    Sent a message 
  16. AeriaGloria's post in Can't engage Autopilot Altitude Channel after transferring pilot control to Petrovich and Back was marked as the answer   
    Yes, press “F” for collective clutch. I have seen this bug but didn’t figure it out until now!
  17. AeriaGloria's post in Can't bring up Petrovich AI interface when I'm CGP was marked as the answer   
    In addition. You cannot use Petro as CPG if you have control. If you have control, you need to press C to transfer control to pilot in order to use Petro as single player 
  18. AeriaGloria's post in Low blades stall AoA combined with high drag, making it impossible to fly using autorotation was marked as the answer   
    Mi-8 is suppossed to have better MTOW performance. Especially at higher altitudes. The Mi-8 has a much larger diameter rotor, the Mi-24 has 8.5% more chord on each rotor to make up for this as well as 25% more RPM, but that does not completely make up for the loss of lift from the smaller diameter rotor. The difference of blade area is that Mi-8 has 39% more blade area then Mi-24! With more chord and less son, the aspect ratio and thus tip drag also is worse. 
     
    If you use the max takeoff weight chart found in chucks guide it works perfectly, most times you will be limited to about 12,000 kg, but 11,500 kg is the “normal” limit for combat ops regardless of being able to hover at 12,000 kg in most conditions. 
     
      As for the wing producing 2x drag at stall it does not. I have a chart that I can’t share becuase it’s from a modern 2006 manual. It shows the relationship of AOA to lift and drag on the wing. It has a very odd relationship where lift decreases very little at stall but more plateaus, and drag increases at a relatively linear rate. If you can find info about 230 NACA wings with 20% thickness, which I can’t find any but curves of 23018 and 23021 wing show similar curves on most aerofoil sites. By drag dropping from stall I was referring to lift induced drag. 
     
      You can absolutely tell that it’s caused by the wings becuase when they’re shot off it has no “cobra” manuever from blade stall/mush. They definitly stall at the AOA the mushing happens at, I can’t see how it could possibly not be the wings stalling which changes both shifts trim point back and increases rotor load. 
     
    These figures are for Mi-35M with less wing span, but wing airfoil is exactly the same. So I don’t know that would change Cy except perhaps increase it compared to Cx. Unfortunetly a lift/drag Vs AOA plot is not available for the wing before the Mi-35M shortened it. What should Atleast be accurate here is how the wing stalls, and perhaps it’s ratio of Cy to Cx

    Less then 1 degree wing AOA,
    0.0 Cy lift Coefficent 
    0.05 cx drag coefficient 
     
    5 degrees AOA:
    0.2 Cy lift Coefficent
    0. 05 cx drag coefficient
    True Aerodynamic Force: 22.5 degrees back from vertical 
    Average Coefficent: .0125 

    10 degrees AOA:
    0.45 Cy lift coefficient,
    0.075 Cx drag Coefficent 
    TAF: 15 degrees back from vertical 
    Average Coefficent: 0.26
    15 degrees AOA;
    0.78 Cy lift Coefficent,
    0.1 Cx drag Coefficent. Wing lift plateaus here and only decreases after this point 
    TAF: 11.5 degrees back from vertical 
    Average Coefficient: 0.44 
    20 degree AOA:
    0.74 Cy lift Coefficent,
    0.15 Cx drag Coefficent 
    TAF: 18 degrees back from vertical 
    Avg Coefficent: 0.45
    25 degree AOA (end of chart):
    0.74 Cy lift Coefficent,
    0.24 Cx drag Coefficent. 
    TAF: 30 degrees back from vertical 

    Avg Coefficent: 0.49
    I always thought of it like, lift after stall might not drastically decrease but plateau, but one of the main functions of the wing on the Mi-24 when it comes to flying is stability. This was apparently one reason they went back to the original wide wing for the 2020 Mi-35P Phoenix, is becuase pilots complained that the smaller wing of Mi-24PN/Mi-35M made the helicopter more unstable in forward flight. Even in DCS maintaining a perfect pitch angle without wings is much more difficult then with wings! 
     
      Since the wing is behind the CG, as alpha increases and it’s lift increases, it’s increasing pitch down force fights the pitch up. This makes it more stable and you can really feel the effect if you fly with your wings shot off. But as you reach stall and the lift starts to plateau and decrease it changes the stability performance. After 15-20 degrees AOA, it loses its stabilizing relationship with increasing helicopter AOA. 
    At 15 degrees AOA, the average aerodynamic force (TAF), is only 11.5 degrees back. Once you get to 25 degrees the average aerodynamic force is 30 degrees back! 
  19. AeriaGloria's post in Need help as co-pilot for Hind was marked as the answer   
    ALSO, when CPG takes control the pilot HAS TO TURN OFF the yaw autopilot. The yaw channel goes into heading hold of pedal microswitches are not pressed. And there are no microswitches in front seat. So this also probably caused your problems. Yaw AP off has to be part of transferring control to front seat procedure 
    The CPG sight has two functions. Yes you can use it as a back up to fire guns and rockets. You will need to aim manually, but there are tables for that so it’s possible. 
     
    It’s second, and only purpose in DCD that isn’t as a backup, is as your primary Bombing instrument. Since it can depress 30 degrees. And you have great view over nose in front, it is amazing for bombing up to about 200m. Beyond that altitude, you have bomb timers to delay release the correct time to hit targets under your nose. 
     
    This is either described in the English translation of the Russian quick start guide. Or on the main page I have a thread title “Personal guides,” there is a weapon guide there that explains everything about bombing and includes tables for how to do it. 
     
    In order to use door gunner with mouse aiming instead of track IR, press L Alt + T 
  20. AeriaGloria's post in Any new or additional features planned for Petrovich AI in the future? was marked as the answer   
    If you follow the newsletter, the future of Petro was laid out on the November 11th newsletter https://forum.dcs.world/topic/304804-official-news-2022/?do=findComment&comment=5087388
  21. AeriaGloria's post in Mi-24 Random Engine Fire - need help investigating was marked as the answer   
    Pitot heat is not anti ice. 
     
      I don’t know what Toten is talking about, but it is IMPOSSIBLE to overstress the Mi-24 engines, Mi-8, or Ka-50. The engine governor will automatically cut fuel flow at max temperature. The manual says to only have the engine at take off power for 5 minutes to reduce maintenance over the life of the engine. PilotMi-8 former head of Belsimtek who made this module and is former Army pilot of Mi-8 said you could run engine at full power for consecutive flights and not notice anything until many flights later. 
     
      What happened to you sounds like icing. You said you turned on pitot heat but when you get the “ICING” warning you need to turn on “Anti-Ice” by the generator panel by your right elbow. You need turn on anti ice from auto to manual; then flip engine/dust protection anti ice from off to on for both left and right engine. All three switches need to be up for anti icing to work. It’s a good idea to turn on pitot heat at the same time.
     
       Another person said they got engine problems at caucuses. If you go high the temperature decreases. You don’t have to get that high on a usually colder map like Caucuses to experience 0 degrees Celsius and icing. 
     
       Be aware that anti icing will cause about a 20% decrease In power. If you need to hover with anti icing your hover weight needs to be 900 kg lower then without anti ice. 
     
    Credit for photo is chucks guide, which I heartily recommend 
     

  22. AeriaGloria's post in Collective Friction Clutch was marked as the answer   
    The collective has a hydraulic clutch that means it takes about 55-70 lbs of force to move the collective. Pressing the clutch button on the collective reduces the force to 5-11 lbs IIRC. So really in reality you only move the collective with that button pressed. It just happens to also cancel altitude hold
     
    I haven’t seen it able to “reset” the altitude of the altitude hold though in game…. Just turns it off
  23. AeriaGloria's post in CoPilot's Gunsight.How to Use? was marked as the answer   
    There is a latch on the right side, move it and you unlock it. Once you unlock it, use your mouse wheel in the same place to move it up and down, referencing the degrees measurement above it. There is also keybinds to move it that also only work when the latch is moved to Unlock it. 
     
    In this picture from chucks guide, the depression angle control lever is the latch you must press to unlock it, then scroll your mouse on it or use the keybinds to move it up and down to the degrees you are aiming for 

  24. AeriaGloria's post in 30mm on armor. was marked as the answer   
    You have to be behind it, and shoot from high up, and get the rear top armor. HE won’t do anything. So if you’re using combat mix, completing killing one is way too much work. If you use all AP might be possible with a half dozen passes, but is possible with any gun ammo if you have full ammo and have already done 70-80% damage. 
  25. AeriaGloria's post in GUV8700 MG use fixed instead of floating reticle. was marked as the answer   
    I don’t know if these cause your issues but the system has a few innacuracies 
    1. Becuase it calculates range from angle and altitude, any difference in altitude between target and ground the radar altimeter sees will give you incorrect range depending on height difference 
    2. it has a slight delay when the nose first goes nose down, and a delay when it comes movement as it’s a gyro sight. It is recommend to keep the pipper stabilized for 1-2 seconds before firing by the manual 
    3. the radar altimeter overestimates range beyond 15 degrees. This means that range will be too long when diving that far 
    4. The system only calculates range based of where boresight points. So if the weapon has a CCIP point that is not near boresight, the computed range will be off, this is normally not a problem for guns but it is for S-8OFP2 and S-24
    That and more is in my weapons guide, but unfortuently I do think this might be a bug and it might not be able to help you 
     
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