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Everything posted by Squiffy
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Ha, noticed this too. Just finished epic 1 v 2 against the Dora in my Mustang. Finished off the second one in classic loop fight, pound at the top. As we were getting closer to that point, somehow, our planes traded places, not sure if it was my flipping around views with F5 but I saw my plane shooting at nothing and the Dora lagging below and behind me. It was weird like the AI couldn't handle the embarrassment and decided to photo bomb my track and change the outcome. I said he|| no and took control. Then this smashed up single aileron, bunrt other one, shot up ship starts chasing me like he's 100%. Then my controls go wacky and I can't get any nose down elevator. I think the camera and input threads get fouled up when viewing tracks. But funny how it always goes against you and not for you?
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How do you all think the MIG-15 Performs?
Squiffy replied to Harley Davidson's topic in DCS: MiG-15bis
I enjoy it. It smokes and burns nicely when I kill it with my "inferior" 50 cals. ;) -
Another thing I remembered from that MiG DCS video... The 15 had a pretty thick wing. This helped it's climb rate but then you also see the gigantic wing fences installed to control the natural cross cord turbulence that results from the large displacement of the air flow over the top of the wing and the sweep angle. Both the thickness and these fences added drag, limiting it's top speed. It's no surprise that the North American Sabre had a laminar flow wing with great high speed and efficiency, just like the Mustang. The slats were added back for low speed stability and lift at high AOA. Those would be sweet in the vertical loop fights the AI likes to do.
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Excellent! It is very easy to correct the major shortfall in the Shell...lua in the weapons database script. AZ did a ton of work this way including adding late model canon. The muzzle velocity is clear and plain as day. Way low below 860 m/s. In the file just a couple lines above is a magical M round red tracer at 930 m/s. Not sure what era or weapon fires that. Then there are all the additional v variables that follow in the shell and aircraft file. Barrel warp is in the F-86 lua and crazy high. Lowering it to 0.001 across the board with multipliers of 1.0 works pretty well. But still, I found the Sabre guns jam at high altitude within the first few bursts. They come back at low altitude. This is a new effect in the Beta update.
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Bingo! And look at that track in the last one! Hardly any drop at all. :D Was it level flight or vertical? Not turning at any rate. Some of the earlier shots were.
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Here's another interesting question: Who had air superiority over the Korea Peninsula? How many times were UN bases struck during the war? Which side had 3 aircraft type strike raids? 1 for AAA, 1 for Crack and Burn and 1 for CAP. Oh, and another for CAS too. I have heard comments how MiG Alley was called that because they were so awesome up there. The Honchos were good, but you could also say that the Yalu river was called MiG Alley because that's were they where they were found, and killed. About 10 feet from their Chinese sanctuaries and a couple rear guard bases year Pyongyang. The Sabres flew CAP over the north all the way to the Chinese border, with drop tanks and flew all the way back down. The MiGs did well against the bomber early on. No surprise there...no wait it WAS a surprise...for a little while. The latest update of the Sabre is OK. I find the overall stall instability of both prop and jet ships to be a little exaggerated in player aircraft. Prop fighters have wicked low speed torque roll and accelerated stall. How fast do you have to go in a P-51 to fly a simple loop? RPM and MP settings included? The Sabre is a little better in this regard, even with swept wings, but no torque effect. And yes, the 4 bladed Mustang prop is a factor. The guns are a big let down in the Sabre. That's been hashed out by AZ and others over the years. Barrel heat and rate of fire were problems. Both were NOT changed so it got worse when rate was increased. It's looking like we have pretty good evidence that the muzzle velocity of the M3 Browning shells are too low. Anywhere from 860 to 908 m/s could be correct. I just haven't nailed down good sources for the grain and loud out of the period. BMG .50 at 700 grains should be about 908 m/s. These are fun models but they are also complicated. It's not a huge embarrassment to have issues with the builds. The hard part is finding the time, after the fact to chase them all down and fix them with good evidence.
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Yes I tried it on and off and it didn't make much difference. Only coming down from altitude helped. I got a short burst off when jumping a mig and then sure enough jam, lose element of surprise. They do come back at low altitude. It may still be a data loading problem, like the sim is too busy to load your gunfire. Then after a minute or so it's fine. I think it's altitude/temp because I played regularly offline in my practice missions and never had this happen. Only after last update.
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OK thanks. Sorry for the thread jack but I only missed the bug report by one day and didn't find it in my original search. The fix in the update was 3 days later. And is it really thread jacking if I post screen shots of Doras? ;) I asked again for help where I was sure it would be seen. Thanks.
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You know it. A clear, and agreed historical truth about the conflict was the Sabre's superior accuracy and utility in high g turning engagements. High rate of roll, g suit, and superior training. Boots Blesse's comment in my sig was a brilliant, succinct, summary and example of combat leadership when he told one of his squadron pilots, mid battle, to put the ship in a 4 g turn and keep it there. [Dogfights show - Interview] At that g loading, it was impossible for the MiG to pull enough lead and hit you with the heavier, lower muzzle velocity cannon. Period.
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Hehe, but I also noticed the guns jam a lot more on the Sabre. Not sure why yet and it may be a weather effect of high altitude and g force. I'll test some more.
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Wow this is surprising. I would suggest tweaking the rendering circles or level of detail code (LOD), to account for the scale/density correction. So clutter will thin out more quickly away from the camera point to balance the loss in performance from the increased density of correct scale trees. This was easily done in CFS3 15 years ago. I think it can be done but you have to look in the right place. A space rendering correction has to be done in one area of code, where an object scale correction is done in another.
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Update. I tried both with and without gun heat at 30,000 feet. Followed a couple MiGs through dives down to low altitude. After quitting out several times with jams, I hung in there and sure enough the guns came back. It may be an effects or weather feature now. It also sounded like the gun switch may have been clicking in cockpit, maybe not. If it is an effect I would love to see which file. Also, for .50 rounds, check this out. https://www.range365.com/six-hardest-kicking-cartridges And also, there is one round in the shell...lua that is another bullet. Is it M50 or M2? Can't remember. I think it's a red or green tracer above the M2(3) and it has a muzzle velocity of 930 m/s. Seriously! So what is that? A super awesome machine gun in the days of canons (later modern jet age), or did some .50 round get a magic grain boost? The .50 BMG sniper round is guess what...700 grain still? And from wikipedia .50 BMG: Ballistic performance Bullet mass/type Velocity Energy 647 gr (42 g) Speer 3,044 ft/s (928 m/s) 13,310 ft⋅lbf (18,050 J) 655 gr (42 g) ADI 3,029 ft/s (923 m/s) 13,350 ft⋅lbf (18,100 J) 700 gr (45 g) Barnes 2,978 ft/s (908 m/s) 13,971 ft⋅lbf (18,942 J) 750 gr (49 g) Hornady 2,820 ft/s (860 m/s) 13,241 ft⋅lbf (17,952 J)[2] 800 gr (52 g) Barnes 2,895 ft/s (882 m/s) 14,895 ft⋅lbf (20,195
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Ah, yeah and somebody just broke the Sabre on the latest beta release! Argh! I even swapped back to my edited F-86 and Shell.lua files. Somebody broke the jamming damage! They jam at the slightest inclination now. What the heck?! The barrel heat looks the same and I didn't see anything in the other damage lines. Come on man. It happens even with reduced barrel heat. I have unlimited ammo on and NO random system failures. I tried changing guns and switching on and off. What a kill joy. Please post the source for the more realistic 900 m/s round. I couldn't sort them out from modern sniper rounds.
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Maybe change your sounds check box under audio? Would hear like in helmet make a difference?
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This may be a skin issue but I noticed this with the new reflections. Checkerboard reflections. Maybe just on the Dora. I'm running an nVidia GeForce GTX 1060 3G, all AA 2x. Runs fine so I think this is an artifact of the Dora skin. Doesn't happen on P-51.
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Yes and yes. I Actually use padlock so adjusting the camera position with mapped buttons helps in that regard. I do use TrackIR too and just replaced my old one that died. But with my spikey stick and prefect AI pilots, I find padlock and labels to be a fairly good equalizer. Try flying prop fighters and watch how perfect the Doras fly around stall speed with "digital" flight control and and laser precision. But yeah, I need a new stick. The higher seat position allows you to see more of your bullet arc under higher g. 890 to 900 m/s muzzle velocity is near perfect. Beta 2.45 or whatever is still stupid low at 820 or some nonsense. Relative to canon Vm, it's just dumb.
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Nice! I agree but here's another question: does the MiG AI have g-suits? I wonder sometimes when dog fighting. You really should be able to out load a MiG-15 in a high speed turn, watch the cannon rounds fall behind you like lead balloons and thank Gen "Boots" every time. Or when you blackout, so do they, and even before you do.
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Don't forget to adjust our pipper range on the gun sight. I always do. Then map 2 keys to your stick for camera height. One to go up , one to go down. Go up a couple clicks so you can see over the nose a bit more. Also tune down your rudder and elevator axes. Add some dead zone. Many Sabre pilots here have modded their weapons.lua file and F-86.lua file to give better performance to the M3 Browning and ammo. The ammo needs more muzzle velocity to be more realistic. 820 to 860 m/s is too low. 870 to 905 is much better. With these adjustments and the 2.54 Beta world, I can get hits at greater distance and cut wings off of MiGs much more often now. For AI, follow them up through loops if you have angle off to other bandits. Nail them at the top, use speed brakes and scissor when necessary. Go over and back down and just don't let go. If another bandit closes on you, break and scissor and get back on the throttle early to match them as best you can in climb. Shoot above them too since there has been an issue with the pipper being too low.
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Hehe, my track ir was acting up lately. I'ts a 4pro and rather old. I had broken the mounting post and jury rigged it with a bent paperclip and tape. It was cutting out on me the last month or two. Now it's caput. Just ordered a new one. No effect on trim. ;)
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I wonder if there is a conflict with the buttons that are mapped in your control profile? Check it. I Just dl'd DCS world Beta and had my TrackIR turned off, then loaded my profile from the stable version. The spreadsheet loaded out of whack because my TrackIR was not on. Things got duplicated and loaded into the wrong device column. Also, the proper looking trim switch is often a POV hat and may not map right despite what you do. I have an old HOTAS Cougar and keep the trim hat as POV and use the side thumb hat as trim. It works but you need to lean on it, with light, click, and all to get it to wind properly. I can trim for landing just fine with it, flaps and gear down. the stick should not move, the surfaces should not move, but the trim tabs should if modeled that way. I never looked. The flying stab with elevators is all I've seen in detail.
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In case you didn't see. AlphaZulu and I did some editing the last year or so. Him more than me by far. I found the muzzle velocity of the M3(2) to be a good bit low as well as the effective fire range. Outside of any barrel warp issues, the M3 should be up towards 890 to 900 m/s. Then increase the life range of the round to about 2000 m or so and you will see a good difference. You can do this by editing the .lua files for the F-86 and M3 lines for 50 cal API and APIT in weapons.lua. I was actually able to make the ammo OP super ammo and make ridiculous kills over 900 m/s and 2200 m range. I turned it back down. But of course these changes won't pass the integrity check in multiplayer. AZ has a download that can be shared like what you saw above on the coop servers using canons. I was not able to find clear specs on the aviation M3 round API and APIT apart from newer ammo and sniper rounds in particular. Those cartridges are big and a good bit more grains than was loaded on the F-86. Still 870 to 890 m/s helps a lot.
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AI uses 99% rpm and corner v around 140 to 180 kts in the tracks I've watched. In the pony I stick with full throttle 60 inches and play with the rpms between 27 and 30k rpms. throttle back in dives, even more so now. Nice and easy. Let the engine bark but stay away from the idle horn. Scissors work a little better this way too.
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It can disappear due to g force. This is one of the most significant things about the Sabre vs Mig balance. The Sabre's radar gun sight should give a distinct advantage over the Mig especially in heavier g turns. The muzzle velocity however lets it down. It may be that we just lack the clear data to get a good simulation of the muzzle velocity in the sim engine, or it is just difficult to hold the gs enough with a Mig at higher speed in order to reach that sweet spot. I gave up on speed fighting since the Ai goes vertical pretty much always. So what you want to do is map your camera up and down buttons to your stick so you can adjust it on the fly. Then go ahead and click it up a couple notches so you can see down over the nose better. this will cause the pipper to go up and halfway off the glass if not all the way. Then say forget it, and watch your tracers. Follow the Mig up through a loop and close. Keep him above your nose so you are bleeding speed less quickly than him. As you reach the top, pull a little more g, you can even pump and dump if you have too much energy. Then hose him near the top. Or stall with him, easy on the throttle up/down and dive with him. If you have space to the next bandit, you should be able to get a kill this way. back off the throttle in dives and use your speed brakes. Scissor and follow them in the loop. with my edited M2 50 cals (M3) and API, APIT ammo, barrel heat, you can hose them pretty well this way. I had it set too high believe it or not. Like 920 mps, but 870 to 899 is better. I was blasting them with instant kills through the cockpit armor. It was lame so I knew it was wrong. ;) The damage modeling has improved as well. You will see bigger holes from your 50s and more fire, but that may be due to my super ammo. ;) Also use hard control checks to recover after/near wing stalls and such. Once you get used to that your touch will improve. Dead zoning the rudder is good too. I was all over the place before that. Rudder authority is good, aileron not so much at low speed ;)
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Hey guys, I just watched Kermit preflight the P-51 on Fantasies of Flight on YouTube. I have seen it before but I noticed that the inboard guns are set back in the wings, leaving a big tube of hollow sheet metal sticking out into the slip stream. Sure it is about the same reveal as the other guns but no barrel for several inches. I think this might be the main resonator in the high AOA whine noise. It's great that we have these high def videos now with sound on YouTube. I have been practicing a good bit and getting better against the Dora. The AI never makes a mistake at these AOAs but I am still stalling around out there. The whine noise is actually helping as a clue that kicks in before buffeting (external view) I was used to the Sabre with a good buffet onset but you need to be more careful in the Pony with that big prop and Pfactor+. It's still tough to do a loop and hard steep turns. But turning left is of course easier due to Pfactor+ :D
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Roger thanks.