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Everything posted by riojax
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[CORRECT AS IS] No hypoxia and wrong O2 consumption after empty tank
riojax replied to riojax's topic in DCS: F-16C Viper
Look my track, this changed. -
Nice, thank you! :)
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CLEARED HOT PVE/PVP Dynamic campaign Campaing dynamics * Server persistance The mission reboots every 3 hours to clean some server resources, this restart is done by mission changing, by that you don't need to disconnect, and the server won't disconnect you. This process is really fast (less than a second) At 30 seconds to the reboot the current mission state will be stored on a database and in the restart it will be loaded, by that all ground troops movements, drops, crates, vehicles destroyed, etc. will remain between restarts. Also you have a real time map on: http://clearedhot.hostfree.pw/ * PVE/PVP Gameplay In this server you will be in the middle of a battle, the AI will be fighting and trying to win the scenario and you are part of this fight against AI and human players, remmember that your gameplay can make the difference of your team win or defeat. To know what you can do, in the F10 radio menu you have the current high command instruction and also secondary objectives that can gave you a new shinny medal. Also due the PVP server nature, once you select a role you are linked to it until the 8:30am UTC. Weather and time The weather and mission time are semi-random between mission reboots. * F10 map This is a high realism milsim server, by that the in-plane map is limited to allies. But the CA slots have fog of war with all in sight units on it. Anyone can use this slot to do an human JIC, AWACS, etc. * Conquesting To conquest an airfield/FARP you must to destroy all nearby enemy units, when it's neutral then both teams (blue and red) will send AI copters to try to recapture it by that your team must to escort the allied copters and try to shoot down the enemy copters. The first copter to reach the airfield/FARP will capture it and defense units will be deployed. Units can be placed using a transport copter using the DCS ingame transporting. Also you can use CA to move allied troops to the airfield. ✈ Airfield basic defenses All airfields/FARPs have light defenses, but they can't repair/respawn them between mission reboots. By that you must to defend them at all cost. * Captured airfield/FARP Some captured airfield/FARP have slots available for the enemy. You can't spawn from a captured airfield/FARP. Check in the F10 or the real time web map the available airfields before to select a slot. ⛏ Dynamic resources All resources are finite, if you take a copter, plane, munitions or fuel those will be discounted from the inventory, to check the availability use the F10 map, selecting the AB/FARP resources tab. Anyway the allied weapon storages will replenish munitions and the refineries/oil rig will generate fuel, we recommend defend those buildings at all cost. * Rescuing ejected pilots This feature is currently disabled but soon we will develop some sexy. Sorry for the inconvenience. * Vehicle deploy You can deploy vehicles and crates near the copter spawn point using the ingame DCS F10 menu and hook feature. * Fuel, repair and ammo To be able to get fuel, repair or ammo in an airfield/FARP a specialized truck must to be near. A transport copter can load trucks and drop it in the desired zone. * Server info SERVER NAME: CLEARED HOT PVE/PVP Dynamic campaign SERVER DNS: dcs.serverpit.com:10308 SERVER SRS: dcs.serverpit.com:5002
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When you start the plane with TCN OFF the DDD page shows a weird font size. P.S. The track is over 5 Mb, for this you can get it on: https://filebin.net/75pllxfpp1xshe3x/F16_ils.zip
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Campaing dynamics * Server persistance The mission reboots every 3 hours to clean some server resources, this restart is done by mission changing, by that you don't need to disconnect, and the server won't disconnect you. This process is really fast (less than a second) At 30 seconds to the reboot the current mission state will be stored on a database and in the restart it will be loaded, by that all ground troops movements, drops, crates, vehicles destroyed, etc. will remain between restarts. Also you have a real time map on: http://clearedhot.hostfree.pw/ * PVE/PVP Gameplay In this server you will be in the middle of a battle, the AI will be fighting and trying to win the scenario and you are part of this fight against AI and human players, remmember that your gameplay can make the difference of your team win or defeat. To know what you can do, in the F10 radio menu you have the current high command instruction and also secondary objectives that can gave you a new shinny medal. Also due the PVP server nature, once you select a role you are linked to it until the 8:30am UTC. Weather and time The weather and mission time are semi-random between mission reboots. * F10 map This is a high realism milsim server, by that the in-plane map is limited to allies. But the CA slots have fog of war with all in sight units on it. Anyone can use this slot to do an human JIC, AWACS, etc. * Conquesting To conquest an airfield/FARP you must to destroy all nearby enemy units, when it's neutral then both teams (blue and red) will send AI copters to try to recapture it by that your team must to escort the allied copters and try to shoot down the enemy copters. The first copter to reach the airfield/FARP will capture it and defense units will be deployed. Units can be placed using a transport copter using the DCS ingame transporting. Also you can use CA to move allied troops to the airfield. ✈ Airfield basic defenses All airfields/FARPs have light defenses, but they can't repair/respawn them between mission reboots. By that you must to defend them at all cost. * Captured airfield/FARP Some captured airfield/FARP have slots available for the enemy. You can't spawn from a captured airfield/FARP. Check in the F10 or the real time web map the available airfields before to select a slot. ⛏ Dynamic resources All resources are finite, if you take a copter, plane, munitions or fuel those will be discounted from the inventory, to check the availability use the F10 map, selecting the AB/FARP resources tab. Anyway the allied weapon storages will replenish munitions and the refineries/oil rig will generate fuel, we recommend defend those buildings at all cost. * Rescuing ejected pilots This feature is currently disabled but soon we will develop some sexy. Sorry for the inconvenience. * Vehicle deploy You can deploy vehicles and crates near the copter spawn point using the ingame DCS F10 menu and hook feature. * Fuel, repair and ammo To be able to get fuel, repair or ammo in an airfield/FARP a specialized truck must to be near. A transport copter can load trucks and drop it in the desired zone. * Server info SERVER NAME: CLEARED HOT PVE/PVP Dynamic campaign SERVER DNS: dcs.serverpit.com:10308 SERVER SRS: dcs.serverpit.com:5002
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Ok, thank you for the explain, please, can you review all other topics in my report? About your ARH comment, I will send this post to ED too because before the update it worked like a charm, but now the SD-10 is unusable at point that now I don't want to touch my so lovely JF-17 and this is not fair for us as customers and simulation enthusiasts.
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Hello, From this recent patch (codenamed "SD-10 nerf") some appointed to a range reduction, more drag, etc. but are two issues that makes it unusable, the guidance and the seeker, as you will see, without doubt the actual behavior is a bug, isn't a thing of "we don't have info and we are tweaking based on CFDs". # Guidance problems 1. If you are at more 45º from the target, the missile will loss the guidance 2. Unrealistically path change when a long time ago someone throw chaff and it's near the seeker limit 3. It makes erratic hard movements that put the target off from the 60º seeker limit [sD10guidanceX.trk and SD10guidanceX.acmi attached] # Seeker problems 1. The seeker in terminal almost always seems to loss the target 2. Too exaggerated notch effect 3. In maddog or terminal, it only have 10º seeker limit !!!! About the 3, the file X:\DCS World\CoreMods\aircraft\ChinaAssetPack\Entries\Loadouts\mils_sd10.lua have now 0.175 radians for the Fi_search. [sD10seeker.trk and SDseeker.acmi attached] P.S. And not, this is not how the notch works. Waiting for your response, Regards. SD10guidance1.trk SD10guidance2.trk SD10guidance3.trk SD10seeker.trk acmi_files.zip
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Uhmm, and then why it was lowered to 80 seconds?
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Please, can you give me some light on that? I don't want to make wrong assumptions, by that expose the public timeline: 1. ED do some SD-10 CFD's 2. ED sends recommendations to Deka 3. Deka do some fixes 4. Seems some controversial for the community 5. ??? 6. ED take over Deka's (and others 3rd parties) missile development As a customer, please, can you explain me what happened on the step 5? Thank you, Regards.
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Ok, well... please, can you explain based on real proofs why now the battery life is 80s and not 100s as before? And yes, it's a game changer: https://forums.eagle.ru/showpost.php?p=4341195&postcount=9
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This topic is more complex than it. The FM seems acceptable as you can see on the CLmax graphs, but the UUA-1 is broken and you can't to test a known UUA-1 value to fully ensure the FM quality. No, you can pull until the stall barrier, but never cross it, due that you will not stall. Not is a "pull as many AOA, Gs you want" issue, is more related to the wing form, the real CL parameters and the ARU-3V. Of course it must to be tuned and you must to be able to pass those limits on manual, but in automatic the behavior must to be similar to the current one (without the current CLmax underperforming) Ask a real pilot about that, think that the old behavior can be wrong. With only data on the hand the current one seems more real-like, anyway only a real pilot can say you more on it, until that, the data is the only that we have. The red lights are indicating you the buffeting, and yes, I miss a bit more vibrations, but who knows, maybe the real air-frame is more stable that we think... Wow, I will try it, but yes, on a big AoA and almost without energy if you do a barrel roll it must to end bad :P
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The FM is pretty good and accurate, of course it have issues to be fixed and some inaccuracies, but the F-5E for example is a lot worse[1]. The two big issues regarding that are the UUA-1 indicator behavior that at now is incorrect and the ARU-3V that is buggy a this moment. About the pitchforks... think that the FM changed a lot times and the people trends to think that the correct one is the first that they tried, or the most familiar. Anyway the current data shows that the current FM is on the good way, with issues but nothing really serious. [1] See the attached image.
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Oh! I used the raw F2 DCS view data... I must to review that. Thank you!!
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As I know the DUA-3 have an electronic system that manage the raw AoA and sends it to the UUA-1 indicator. This data can be modified using an unknown algorithm and it wouldn't be linear... who knows. If someone can get some cockpit videos showing the UUA-1, speedometer, etc. maybe we can try to extrapolate.
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Nothing more to say, your data and approach seems right to me too.
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You're welcome. Sadly this didn't ended the most tricky topics, for example, the actual UUA-1 behavior seems to not match with the real one and it's difficult to know how the electronics send the data from the sensor to the UUA-1 indicator and how it's modified. Anyway this peer reviewed data throws light on the FM behaviour. This is a false dilemma fallacy. No-none talked about "pull as much as you want". We are talking about that the current FM have CLmax issues. Some problems shows a possible slight gain on <0.6M (but also we discovered a possible DCS bug that can trigger this problem) and a gain on >0.9M at ground level using the ARU-3V on manual but a huge performance loss using the ARU-3V on auto. About your feeling of "pull as you want" it's more an actual ARU-3V issue than a FM one. Test it yourself, the data is here and peer reviewed.
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Nope. This post explain it perfectly: https://forums.eagle.ru/showpost.php?p=3424565&postcount=130
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Look at the second image, the yellow table shows the calculated LF, speed, altitude, etc. for the UUA-1 33º value, now try this parameters in DCS and look at the UUA-1 values. This is the error.
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Wow, thank you for your time and great response. Yes, but the problem is that the UUA-1 is wrong and their values can't be usable to match the graph. The only usable value at now is the stall point, as it don't depends of instruments readings. You can see the new update with the second image yellow line using calculated and simulated values that can be used to fix the UUA-1 bug. You are right, mess the maximum values with the 33º was an error, but it's fixed now. About the air density, the bug is not about that, the bug is that in DCS changing the air density and by that later the rho according the value, the LF changes a lot more than it do in real. And by that bug, all FM can have a bigger/lesser Cl than the real plane (but the plotted line form must to be the same) No, sorry it was my fault, I mean maximum pull until stall. Right, I'm not saying that the current FM is perfect, only it's in the good way to be :) Ok, those charts can be difficult, I attached the 2nd at more detail. The lime line is the stall point, passed it the plane will stall. The shadowed is the buffet zone, and the green is the lift limit for 0m altitude. As you can see the blue line must to be in the 0m and not in 10km as now, but it can be done. Sadly I never flyed an MiG-21... for this is better to listen real pilots trying it on DCS. You're welcome, also thank you for this great and detailed response. About the FM, yes... it needs a lot work but I think that this update is in the good way to do that. Oh yeah! I want a logo for this unlocked achievement :)
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Yes, this is that I said at first as a FM issue, but testing the current air density effect on lift on all DCS modules gave me to think that probably this is the culprit of this slight difference on the limit of the stall and buffet. Think that you can pass my line without stall and is near the real stall point. Also, thanks, you gave me a really good idea and was to calculate the real LF value for the UUA-1 33º and later get the AoA in DCS using the current FM. The difference using this method for some values must to be enough to tune the current UUA-1 implementation. P.S. I updated the original post.
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Right but to avoid an misconception is better to say only UUA-1 value. Right. I will fix that. Negative. As you can see the wing AoA is in the chart too, and the UUA-1 value seems totally wrong when you compare it with the AoA. Also is interesting to check the NACA TN 4351 as it have similar calibration calcs. Also I recommend to you check the air pressure issue, as for example on 900mmHG the chart is a lot better.
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As you can see the original don't use AoA, it uses the UUA-1 value (that is similar to NACA TN 4351) for this in the first page I used 3 measures, 33º UUA-1 when it was possible, 21º and full stick backwards. The issue is that 33º wasn't possible from 0.6M and the maximum possible UUA-1 value is indicated in the UUA-1 column. This probably isn't a FM issue and only need fixing the UUA-1 value with the correct Cl for each. Anyway the UUA-1 value is totally broken for now and for this we are focusing on the pre-stall buffeting area and the stall barrier that is pure Cl calc. that don't use AoA for nothing.
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No, I tried to regulate it to avoid break the plane, I will redo with full left at the break instant. EDIT: Updated with near breaking values.
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Thank you mate, I will update it later :) EDIT: The original post is updated, the change isn't noticeable and into the common measure error.