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normanleto

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Everything posted by normanleto

  1. Thanks, but still - fpm but no range of allowed kts value. Or different question - what is the stall speed of such configuration (2 winders, 2 sparrows, 2 cbu-99s, centerline tank, 1500 fuel). Of course I can try myself, but with my lack experience with hornet (only a few hours for now) I prefer to know the stall speed before any experimenting/lessons with spin recovers. I haven't touch the carrier missions yet. Three reasons: 1. I am not good enough with normal landings (at least 40 hours logged needed to make a first carrier) 2. Meanwhile, within 2-3 months of ground landings I hope carrier will be patched and flight model will be corrected for "sticky deck" and other bugs, turbulences, ILS will be functional and perhaps there will be more than empty deck for landing, visually :) 3. I don't want to spill myself and just destroy the first impression of carrier landing by sloppy, play with carrier missions because it's so cool. The joy of first trap (or bolter) will be much stronger, I think :) I don't think jettison and fuel dumping is a frequent landing procedure - i believe it is done mostly when in emergency.
  2. What is the optimal speed of contact on dry runway? I know it depends of weight and AoA + descent rate is more important, but are there any recommended values? Recently I blew the front tire at about 140kts touchdown speed with right AoA. The plane was loaded with centerline tank, and two CBU-99's, two Sparrows and Sidewinder. Fuel about 1000. Suprisingly, without any panic on NWS, it rolled down the runway bumpy but nicely, as NATOPS book describes. Taxi prohibited :) It was my first mishap in this module. Right now I have equal number of takeoffs and landings; the tire xplosion is a reason to investigate speeds :) Thanks for the tip.
  3. I have the same problem - I remember in A-10 my accuracy in CCRP was okay - dot in target usually meant hit. Here I have an impression that unguided bombs fall short, while the training smoke bombs fall okay where they should. Perhaps some delay is in default Program?
  4. Same here. Unable to drop single bomb with correct PROG settings.
  5. I am not sure if some of these things can be handled by DCS engine, but reading NATOPS manual for hornet inspired such a secondary-importance wishlist. These things would put a higher bar in combat sims out there. 1. JHMCS basic calibration. Pilot has to refine it as startup procedure. 2. Canopy front fogging when descending too fast from high altitude frost to low, humid, ocean environment. (not sure if graphics engine/texture could handle this) 3. Random failure: High altitude hypoxia caused by Oxygen supply system fail. Rapid descent below 10000ft required to get your vision back. 4. Carrier autoland system mode with it's complexity. 5. Hand signals and general Carrier operations (they are planned afaik) 6. Flaps, Canopy, wings damage due to unproper folding operation. 7. Ejection seat failures/deaths, especially after setting the seat too low or too high. 8. Fuel dumping (tail) while afterburner on can result in explosion at high AOA 9. Pressure/heating system fail: Death in the cockpit. Now we can open canopy at high altitudes and nothing happens. Even virtual pilot should be affected by simulated environment. 10. Sparrow random failures, more often than with other missiles (AIM-7F, especially) 11. Random IFF failure resulting in being shot down by friendlies (even AI ones) in BVR combat. 12. Air Refuel mishaps - broken pipes, fuel spills and so on. Sounds like hell, but if rare and really random, it could be really "wow" moment if someone discovers that it is possible in this sim. I remember when in Lock-on, 10 yrs ago, I just crash landed without gear and saw sparkles on the runway. I was amazed - no sim could do this before. :)
  6. Thanks. Just reading Natops manual.
  7. What is "crossbleed" word from? I mean what technical event happens when crossbleeding engines?
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