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Everything posted by Headspace
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A10C IVS (Instructional Video Series) - by Tyger
Headspace replied to Heli Shed's topic in Screenshots and Videos
Hey Tyger. Your vids are pretty helpful and I will do my best not to be too overlapping with my vids as a result. I already plan on making a mention of your maverick vid when I do my SAM Engagement one. -
Yeah, a lot of the time people end up with thermal load issues that could be solved with a simple case dusting on a regular basis, using compressed air.
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That's really impressive. Thanks for the tip, I'll give it a shot in the open beta.
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anyone have tips on how to aim guided weapons?
Headspace replied to Arkham's topic in DCS: A-10C Warthog
This is beta software. The documentation isn't guaranteed to be complete nor is there any guarantee that documented features in the manual are going to behave the same way in the open build. In fact, one of the shining examples of this is that the Maverick in B1 has the SPI issue which deviates in behavior from what the manual says. I'd encourage the OP to jump in and then iteratively read applicable sections as you play the game, but be warned: There are undocumented quirks. I suppose the same could be said for a finished product, but of course it applies to a greater effect with an unfinished one. -
I assumed this was because of where the engines are positioned (almost analogous to the deep stall issue with T-Tail configurations) where the engines are in the path of chaotic airflow after the wings are stalled. The -1 has charts on where airflow will disturb the engines based on AoA and Mach number. Is engine airflow disturbance modeled in DCS?
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This is how it works for real, on wings where the stall starts at the root and then extend to the rest of the wing, so you get that mushy feeling and soonafter, the feeling that the floor got kicked out from under you when the stall hits (i.e. a very sudden drop in loading). Too bad you can't replicate that in the game but the g-meter sure shows it. But I am curious, does the engine divide the wing into finite elements like in X-Plane? Or does it work differently? Given that the A-10 has slats near the wing roots, I would guess it's designed for stability and thus has the former characteristic, but it would be interesting to know for sure. [Edit: n/m, was answered]
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I've been thinking about something along these lines as well--even if it were just a dynamic mission picker, it would be pretty cool to do for MP.
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How far back are you deflecting the stick before this happens, how pronounced is the roll angle, and what (if any) amount are you yawing? I get similar results, but usually there's either pronounced roll or yaw.
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It sounds like your airspeed may have been dangerously low. You want to be flying an emergency landing at a higher airspeed than you normally would, between 150-180 to be safe. Apply max throttle and make sure to yaw with your rudder pedals INTO the good engine. Do not extend speed brakes and leave flaps at ten degrees. Maintain SHALLOW bank angles if you have to turn. Do you know what it was that caused your engine to fail? Did you have a random failure condition set up in the Mission Editor?
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You know, I don't really buy that. In fact, if you take a look at some of the websites and groups run by former members of the special forces community (I believe one of them is called "stolen valor," or something along those lines), they say that one of the primary indicators that someone's posing as someone they aren't is that they say they "can't discuss" who they are/what they do/etc. That's not to say that OPSEC related details of specific events, times, places, facts, and so forth aren't sometimes secret, but a person's job? The A-10's existence isn't classified. Someone here feel free to correct me, but I've never heard of anyone being prohibited from discussing what their MOS *is*. I think the reality is something along the lines of what they say about real life (and the military especially) making a lot of stuff that might seem like it would be fun, not fun. My 2c. Plus a simulator just doesn't have the ability to duplicate that crushing level of fatigue you get from flying *a lot*, especially when you've not done it in awhile. If only.
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has finished processing. Have fun.
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Ideally you want to mark them starting with the closest to the position you will be ingressing from. However, it is not mandatory. The higher you are, the more lead time you will have.
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That's very good info. I was thinking about doing my next video on how to deal with a medium range radar SAM threat (since the last three are non-combat, etc). Knowing how to make a realistic layout for that is useful.
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I chose Batumi for my landing training video (part 1, at least) because it has a working PAPI. But Nellis seems to give a higher framerate. Yes, it is. Just create a new flight of A-10s and set the skill to "player". Maybe have just one A-10 if you're going to practice.
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Based on the requests I received, I put together a basic landing guide which is linked in the OP of this thread. It's geared towards teaching newer people how to land. Those who have been gaming with flight sims for some time will probably know most, if not all, of the concepts discussed.
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It's the white smoke inside your wires that runs the electricity. Now that it's leaked out all the circuits will die.
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The C is primarily avionics and flight control upgrades and as a result shares plenty of DNA with the 'A' counterpart, the manual for which is floating around and linked in the documents thread. It helped me understand how the HRFCS works and how the hydraulics system works. ED apparently did some serious homework on this.
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Next vid is going to be about how to land properly, given that there've been so many requests for that info. It's also one of the less fun things that you need to drill at to get good at (I certainly am no genius at landing in this game). It's possible that the landing guide will come out before Part 2 of the manual reversion guide, simply because the MRFCS function is a WiP item and I'm not sure how to present it as such. A+ on the maverick vid, Tyger, very informative!
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That's what I was thinking. timc, did you have the emergency speedbrake retract switch on as well?
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Given ED's indication that roll rate needs to be tweaked (and this is a big deal when it comes to departures) I will hold off on that and do landing for my next vid.
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Acknowledged; I'll hold off then until it's fixed. No use giving out information that's going to change immediately. I appreciate the heads-up.
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I'm flattered you think so. While I do have some real life flying experience (and even some PIC time) I'm not a professional pilot nor have I ever flown an A-10. Right now the vids are hosted in their own youtube channel (I created a thread that got moved to the video section for announcements). As they grow in number, I may elect to host them on their own site.
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In my testing, the pitch down occurs as expected but the oscillations start once you put any significant pressure forward or aft on the elevator. I'm currently trying to figure out what's causing the oscillations--whether it's intended function of the sim or if it's supposed to be your pilot guy pulling back and forth as hard as he can as you put control inputs in and inducing the oscillation.
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I was going to do departures (stalls, spins, PSGs, etc) for my next training vid (after the manual reversion/trim vid is complete) but it's occurred to me that people might find a video tutorial on how to properly land the plane--as well as how to execute a crosswind landing--to be useful. Is this something that you would all be interested in?
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I guess it's just a matter of semantics, then, because to me, a game is something you play for entertainment purposes, and a sim is something that attempts to simulate a thing or set of things. Most modern games are both, because they have some sort of realtime simulation going on. There's probably more difference between CoD and ArmA 2 in terms of their target market, but they're both games. The level of effort you need to put into learning how to play a study sim doesn't detract from the fact that it's a PC game. It's just a game that takes more effort to learn and may or may not introduce a set of real life concepts. ArmA 2's just as much of a game as CoD, it's just a different kind of game.