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Everything posted by fjacobsen
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You can see airbases on the radar. Not the buildings, but the boundary.
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need help with translating from swedish to english
fjacobsen replied to Toertchen's topic in DCS: AJS37 Viggen
To learn Swedish is quite simple. Learn Danish, then get drunk and You will understand Swedish quite well :) -
First of all thanks a ton for all Your great tutorial Youtube videos, they are top notch :thumbup: Second...Using 800001 worked great :) Maybe by using 800001 (STD) Your not supposed to alter Bx6, Bx7 and Bx9, but rather rely on the preset positions. Best regards FinnJ
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I have problems getting the RBF16F to work as described. Please look at this video: https://www.youtube.com/watch?v=nbpnOw6J_7g As can be seen, I setup Bx7, Bx8 and Bx9 and fires at the correct parameters, but still they miss the targets entirely. Is it a bug, or is it me not doing it correctly. What isn't shown is that I use VALB. and then enter 800002 in TAKT. Please help.
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I can perfectly manage to place Bx8 and Bx7, but after launce the RB15f tracks fine towards Bx7, but then turns 90° from the course the missile had towards Bx7 instead of heading towards Bx8. I tried with both STD setting and 800002 in VALB.
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If the auto radiator control is functional this would not help, since it should automatically have opened the radiator fully. But offcourse since You have no indication on radiator position, it would be worth a try. Otherwise it´s rather time to reduce power.
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With my CH- Fighterstick, CH-Throttle Quadrant & CH-Pedals I use: Pitch / Roll: 20 - No deadzone Rudder: 15 - No deadzone Throttle, Prop Lever, Elevator trim, Rudder trim are all setup as sliders and no curves or deadzones.
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Below the Radiator switch there are 3 guarded push buttons, one of them are for testing the radiator while it´s in auto mode (Switch Off). The switch is probably to be used either at prolonged taxiing or to be used in an emergency.
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(No error) Both Wobble pump and electrical fuel pump ?
fjacobsen replied to fjacobsen's topic in Bugs and Problems
Super research :) -
(No error) Both Wobble pump and electrical fuel pump ?
fjacobsen replied to fjacobsen's topic in Bugs and Problems
Anyone ? According to all the docs I have been bale to find, the woble pump where on the early mk IX, whereas the electrical pump on later mk IX's - never both ! -
Off is Auto On is Manually open
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Title says... Often the Artificial Horizon get's out of synce. Is there a way to re-align it ?
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(No error) Both Wobble pump and electrical fuel pump ?
fjacobsen posted a topic in Bugs and Problems
The DCS has both the wobble pump on the right side and an electrical fuel pump oprated by a switch on the left side under the pitch trim wheel. Shouldn´t it have been only either the wobble pump or the electrical pump ? Quote from RL manual: 4 Fuel pumps .—On Bendix-Stromberg carburettor installations an electric booster pump, operated by a switch on the left-hand side of the cockpit, is fitted in the lower main tank. On early aircraft this pump is not fitted, but a hand wobble pump is provided instead, just forward of the remote contactor. -
Spitfire first take-off; first "landing" observations
fjacobsen replied to beagleRampant's topic in DCS: Spitfire L.F. Mk. IX
After some practice I find taking off is relative easy. I use some slight nose down trim and 1/4 right Rudder trim. Full right Aileron and Stick 1/2 back at the start of the run, then as I start to gain speed, after having applied 9-12 lbf boost, I first bring the Aileron back towards center and the the Stick to neutral. I don´t have to use the Rudder much, but when it starts to veer too much I tap the Brakes with adequite amount of Rudder input. The Aircraft takes off almost from it´s 3 point attitude. For landing I use 2 tick nose up trim, neutral Rudder trim and approached at 140 mph. Droping the landing Gear and then after I have verified it´s down and locked I bring the Flaps down and check for the nose down pitching moment. 90 mph over the fence and then bring the Throttle almost fully back to idle as I flare the Aircraft for a 3 point landing, bringing the Throttle to idle at touch down. Now it´s important not to bounce ! - Landing should be smooth. Bring the Stick fully back and apply Brakes and dance the Rudder. Be carefull not to brake too hard - or You might nose over. Dancing the Rudder really means vigilant use of the Rudder Pedals. Nose over also happens much easier if You did not bring the Throttles to idle. The right use of Rudder is much harder in a sim than in real life, since You would feel any lateral movement almost before it´s seen, but in the Sim we only have visual cues. The most important thing I found is the touch down... Making a "greaser" is the best way to keep in control. Any bounce, be it Main Wheel bounce or Tail Wheel bounce quickly makes You loose control. Main Wheel bounce is moct often casued by touching down to fast or too hard, or if stalling just above the Runway. Tail Wheel bounce hapens if You don´t keep the Stick back after touch down and or brakes too hard, so the Tail raises and falls back down. What the Spitfire lacks compared to the other DCS warbirds is a lockable Tail Wheel. -
For such parameters to work You also need to state dive angle. For Your attack parameters to work, a dive angle of 20° should be used according to the table in the manual page 242. Gem
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As far as I know, the Mig-15 was a better aircraft than the F-86 in dogfights. What made the difference was the teamwork between F-86 anf proper BFM.
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It´s not 30m CCIP, but 30m CEP (Circular error probable). - two different things.
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Bombs in DCS are generally too weak and requires almost direct hits Accuracy depends on alot of factors: -Attack profile, Tossing, Level bombing, Dive attack. -Parameters must fit, Airspeed, Dive angle, release altitude, Sight setting. -Pilot skills ;-) Until computers where available for CCIP and CCRP calculations, bomb accuracy was rather low and has until these computers became available, been a problem, so don´t expect a high hit/miss ratio.
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(Also noted in the new Manual thread) The PKV Sight elevation tables for the B8V20A are not updated ! They only show PKV Sight elevation for 100 km/h From an old manual (Beta version unknown) I can see that there where entries for 100, 150, 200 and 250 km/h. Problem is for both the S-8KOM and S-8FP2 rockets. They should be as follow: B8V20A S-80KOM Level flight: _______100km/h_150km/h_200km/h_250km/h 1000m___82______73_______57_____13 1500m___90______80_______64_____20 2000m__100______90_______76_____32 2500m__114_____104_______90_____44 3000m__128_____118______104_____58 3500m__146_____136______122_____76 B8V20A S-80FP2 Level flight: _______100km/h_150km/h_200km/h_250km/h 1000m__100______90_______74_____34 1500m__112_____102_______86_____46 2000m__125_____114______98_____58 2500m__139_____128______112_____72 3000m__152_____141______125_____85 3500m__169_____157______140_____99
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DCS: Мi-8MTV2. Flight Manual NEW -download
fjacobsen replied to PilotMi8's topic in DCS: Mi-8MTV2 Magnificent Eight
Great manual :) But the PKV Sight elevation tables for the B8V20A are not updated ! They only show PKV Sight elevation for 100 km/h From an old manual (Beta version unknown) I can see that there where entries for 100, 150, 200 and 250 km/h. Problem is for both the S-8KOM and S-8FP2 rockets. They should be as follow: B8V20A S-80KOM Level flight: _______100km/h_150km/h_200km/h_250km/h 1000m___82______73_______57_____13 1500m___90______80_______64_____20 2000m__100______90_______76_____32 2500m__114_____104_______90_____44 3000m__128_____118______104_____58 3500m__146_____136______122_____76 B8V20A S-80FP2 Level flight: _______100km/h_150km/h_200km/h_250km/h 1000m__100______90_______74_____34 1500m__112_____102_______86_____46 2000m__125_____114______98_____58 2500m__139_____128______112_____72 3000m__152_____141______125_____85 3500m__169_____157______140_____99 Gem Gem Gem -
I tried again now with troops be?tween the vehicle concentration. I got 2 IFV's and 6 troops, so the Belougas do work, bjt are not very effective. They also seem to drop short in regards to the CCIP pipper.
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Thx for the answer I tried them aganst a group of Tanks, IFV and trucks with no damage to any of them. I dropped them from both high and low altitude.
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Now the Belouga cluster bomb has been added - how do I use it ? I have tried to drop the Belougas, but right after they are dropped I cannot see them with F6, nor do they seem to do any damage. Any special settings to be done ? I have tried both to drop with instaqnt fuses and retarded fuse.
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Again... Set ROE for the AI gunner(s) via the Kneeboard.
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You must set ROE for the gunners in order to make them fire. Lctr+5 For the rear gunner and Lctr+LWin+4 for the front gunner (This can only be set when the gun is mammed by AI - check Kneeboard for setting).