

EinsteinEP
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Posts posted by EinsteinEP
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That's how it works in the real aircraft.
Thanks for the confirmation! Seems like a really poor aircraft design choice.
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Hey Vibora,
The C101 (at least the CC) constantly adds nose up or nose down trim as long as the speed brake button is held in either the retract or extend position, regardless of the position of the speed brake. This seems really dangerous as it could result in large shifts in the pitch trim, particularly before takeoff. I know that checking trim is part of the takeoff checklist, but it just feels very unlikely that an aircraft manufacturer would leave this dangerous "feature" in a flight-worthy training aircraft. Is this really in the real C101?
Shouldn't the trim adjustment halt once the speed brake reaches a fully open or closed position?
Appreciate all your fine work, looking forward to getting educated on the C101!
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Technically, the PCs are set for nose angle above the horizon, not AoA - you can have the witches hat on the PCs and be descending and reach or exceed 15° AoA.
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This experience is reminding of me of how amazed I was with the level of depth of the Black Shark when it came out, and again with the A-10C. DCS continues to set the bar at impressively high levels for study-level simulations. The attention to detail shown in the numerous videos leading-up to the F/A-18 release and the model quality demonstrated by those lucky sons-of-guns who got pre-release access really shows that this product is a labor of love.
Well done, ED.
Well done.
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Day one purchase for me.
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Nothing that shot back - I cant replicate this in openalpha though... Hmmm
If you can recreate this in other builds, save a track or video and share it with us. It'll be a lot easier to solve or confirm as a bug.
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Can confirm the same. Refueling stopped once the internal tanks filled, but the AAR lights stayed dark and I didn't get the "refueling completed call from the tracker. Only the internal tanks were filled. I've been scrubbing the manual to see if there's a switch or button I missed.
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I can't figure out how to create a bind for the COMM1 and COMM2 channel selector pull/push option.
{down = ufc_commands.Button_Comm1, up = ufc_commands.Button_Comm1, cockpit_device_id = devices.UFCCONTROL, value_down = 1, value_up = 0, name = _('Comm1 Button'), category = _('Up Front Control')}, {down = ufc_commands.Button_Comm2, up = ufc_commands.Button_Comm2, cockpit_device_id = devices.UFCCONTROL, value_down = 1, value_up = 0, name = _('Comm2 Button'), category = _('Up Front Control')},
Note that the Comm 2 button motion isn't animated, currently.
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I was able to add Father to the FCLP by adding the following code to DCS World 2 OpenAlpha\Mods\terrains\Normandy\Beacons.lua
{ display_name = _(''); beaconId = 'lsoFather'; type = BEACON_TYPE_TACAN; callsign = 'EEP'; channel = 23; position = { -26663.270857146, 950.0, -20110.729714289 }; direction = 90.0; positionGeo = { latitude = 49.250833, longitude = -0.589444 }; }
This alters the game install, which I generally prefer to avoid, but I wasn't able to find a simple solution just yet.
As one option, you can put a ground unit near the tower and, using MIST, give it a TACAN beacon. I was hoping I could add a Beacons.lua to the .miz file somewhere, to add beacons to the terrain for just this map, but haven't been able to figure that one out just yet.
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Deezle- I've been searching around a lot, but couldn't find the answer to this. Where did you get the "3289" command from?
Not Deezle, but command_defs.lua has action items and their numbering.
In this example, the AV8B's command_defs are at \Mods\aircraft\AV8BNA\Cockpit.
... start_command = 3000 ... DisplayBRTKnob = start_command + 289;
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Great stuff, Hook! This mission really helped my polish my approach and landings.
wUmK2KlFr_s
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What is your total weight when you're trying to land vertically? The Harrier cannot land or takeoff fully fueled, even if all stores are jettisoned, even with water.
As a rule of thumb, 21,000 pounds is the max wet vertical lift capability (19,000 pounds dry), although this changes with altimeter setting and temperature.
Try landing again, but after burning/dumping fuel so that you only have 5,000 pounds left.
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This is awesome! Well done, Hook!
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Way to go, ED! I think one of the more underrated accomplishments has been the establishment and maintenance of very high quality standards for both ED and 3rd party developed modules. As a picky consumer, I feel more and more assured that whatever module makes it through the wringer that ED forces every developer to go through will have the same level of quality as all the other modules in my hangar.
Well done.
Also, is "in the coming weeks" the same thing as "two weeks"? ;)
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Thans for this, I think update "erase" these lines no ?
Yes they can. :(
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It has always bugged me that the default speed brake mapping in the F-86F module left the switch hanging out in the IN or OUT position when using the speedbrake switch on the WARTHOG HOTAS (e.g., it wouldn't snap back to HOLD when I centered my speedbrake switch on the HOTAS, like it would in the real aircraft). I could have mapped a separate button to return the switch to HOLD but this approach was just too cumbersome. Same for the taxi/landing light.
So I modified my input .luas at C:\Program Files\Eagle Dynamics\DCS World\Mods\aircraft\F-86\Input\F-86F\joystick with the code below to add this capability and thought I'd share here if anyone was interested.
{ down = hydro_commands.F86_CockpitDeviceCommand_AirBrakesHandle, up = hydro_commands.F86_CockpitDeviceCommand_AirBrakesHandle, cockpit_device_id = devices.HYDRO_INTERFACE, value_down = 1, value_up = 0, name = _('Speed Brake Switch - IN then HOLD'), category = {_('Flight Control'), _('Throttle Grip')} }, { down = hydro_commands.F86_CockpitDeviceCommand_AirBrakesHandle, up = hydro_commands.F86_CockpitDeviceCommand_AirBrakesHandle, cockpit_device_id = devices.HYDRO_INTERFACE, value_down = -1, value_up = 0, name = _('Speed Brake Switch - OUT then HOLD'), category = {_('Flight Control'), _('Throttle Grip')} }, {down = nav_lights_commands.F86_CockpitDeviceCommand_LandAndTaxiLights, up = nav_lights_commands.F86_CockpitDeviceCommand_LandAndTaxiLights, cockpit_device_id = devices.NAV_LIGHTS_INTERFACE, value_down = 1, value_up = 0, name = _('Landing & Taxi Lights Switch - EXTEND & ON then OFF'), category = {_('Left Forward Console'), _('Exterior Lighting')}}, {down = nav_lights_commands.F86_CockpitDeviceCommand_LandAndTaxiLights, up = nav_lights_commands.F86_CockpitDeviceCommand_LandAndTaxiLights, cockpit_device_id = devices.NAV_LIGHTS_INTERFACE, value_down = -1, value_up = 0, name = _('Landing & Taxi Lights Switch - RETRACT then OFF'), category = {_('Left Forward Console'), _('Exterior Lighting')}},
Depending on your control scheme, you may need to add these to the default.lua as well as any other .lua files for your desired controller.
Ax8WsehLoC8
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That looked difficult but well done. I'm pretty excited for this weapon :) Good video!
It was definitely difficult, but I'm not sure about well done. ;) Manually guiding these zippy rockets onto targets is tough. The large warhead has a nice blast radius, which makes hitting soft targets easier, but still not easy.
I'm sure with more practice and attack approach discipline, these little Rb05's can be put to good use.
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I absolutely loved that twitch (once I got to see the stable replay, that is!). Excellent commentary, lots of good action to spur a lot of discussion...looking forward to watching a bunch more of these!
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I think this would be great! What dates?
I would love to fly a slick UH-1, or even a slick Mi-8 in a massive event like this.
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I'd love to hear more details about the expected level of fidelity of the helicopter flight dynamics:
- Dis-symmetry of lift
- Vortex ring state
- Translational lift
- Ground effect
- Retreating blade stall
- Autorotation
- Rotor stall
- Loss of tail rotor effectiveness
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- Dis-symmetry of lift
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Don't think I'll feel like winging around Caucasus when Neveda is soooo much better looking.
I know people are chomping at the mouth for something...er, anything new to fly in, but I am really looking forward to seeing the facelift on old stomping grounds. True, the meshes and textures are the same, but the lighting effect changes are different enough to make a noticeable impact.
Folks who fly ONLY Nevada in DCS World 2.0 will be missing half the experience.
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EDIT: Just to explain the graph a bit more, that's X / Y plots, and you can see my stick was resting a little to the left hence the -220 on the X) - I use the weakest spring, as it works nicely for helos. A TMS WH or old MSSidewinder2 show 0/0 over the 30 seconds (unless I bang the table). In terms of 'how much of a wiggle is that?', it's about a stddev of about 0.000109 (given a 16-bit range).
Frog's data is good, and I love that plot, but it's hard to tell just how bad that jitter is from that graph: the peak to peak jitter value of 11 can seem like a big number, if it's not in context.
For a more intuitive assessment of Frog's data above, if "full scale" was the full diameter of the Earth, the jitter on this sensor would be 4 and a quarter miles (7.0 km). Seems big, right? But compared to the Earth? That's tiny.
Here's another comparison: if full scale was the nose-to-tail length of a 747, this jitter would be about an inch and a half (42mm for our non-Imperial friends).
But maybe you're not close enough to a 747 to really appreciate that. Try this: if full scale was the width of your hand, from tip of your extended thumb to tip of your extended pinkie, the jitter would be the width of a human hair.
It just seems mind-boggling that this amount of motion on a control stick would cripple a modern jet aircraft.
I like Random's suggestion above:
If it goes down to the level of actually moddeling the valvegear I'd look at the speed of the valves.
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You should not blame VEAO for the sloppy work of Saitek.
I wasn't blaming anyone, although there are folks here who are extremely eager to blame Saitek. I was trying to understand whether the real aircraft was as fragile to noise as the VEAO model is. It seems obvious that it is not. This disparity between the aircraft and the ultra fragile VEAO system doesn't seem to bother some folks here. Maybe these folks are OK with 3rd party work arounds to spoon-feed this baby.
Also, I'd still like to see more data on the X-55, but the numbers shown earlier in this thread gives the Saitek X-55 a noise value of less than one 16-bit, one sigma! 0.0012%! That's an excellent noise parameter, hardly "sloppy". Of course, "sloppy" can be a matter of opinion, and if it's your opinion that 0.0012% noise is "sloppy", then you are entitled to it, but there are many folks who do not share that opinion.
Additionally, since all inputs have noise, to some degree, a model that is completely fragile and falls apart at even the smallest bit of input noise could be considered lazy. Or maybe just sloppy.
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Fwiw if you had the stick at 50 degrees of travel and then did the same micro movements it would also have the same effect as it's the rapid manipulation that causes the problem not where in the range it is.
You're claiming that in the real aircraft, if vibrations on the order of 0.0012% of the total motion (one sigma)* get into the control stick on a Hawk, the aircraft's hydraulic pressure gets depleted? I'm still not able to wrap my head around this. DOES NOT COMPUTE.
Sure sounds to me like somebody's missing a hysteresis model somewhere: backlash in the mechanical linkage, lag or quantization/sensitivity in the actuators or hydraulic pumps, etc.
*It sure would be nice to know the total throw of the control stick (full aft to full forward = how many degrees? Same for full left to full right?) in degrees to be able to use a more intuitive number than 0.0012% of the total motion (one sigma), but even 0.0012% of a full 360 degrees is 0.004 degrees - that's an incredibly tiny amount of perturbation to cause an aircraft system failure and the value that's causing the simulated Hawk to fail is much less than that!
C-101CC DME
in DCS: C-101 AvioJet
Posted
Charly_Owl,
VORs (just radial info) are shown as hexagon icons in DCS. VORDMEs are shown as hexagons inside squares.
In this image, you can see a VORDME on the left and a VOR on the right.
The VOR (114.25) will only give radial info while the VORDME (128.93) will give radial info as well distance. DME from VORDMEs isn't working in the C101CC in the current version of DCS World.