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Squiffy

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Everything posted by Squiffy

  1. I've had this as well but haven't flown in a bit. AFAIK it's an issue with the module and may require deep digging to fix. Maybe something with the sound card compatibility, calls, or drivers or whatever ;)
  2. Yup, all of the above. The Sabre is more slippery than the MiG. If you are above 250 kts, you should be able to zoom climb pretty well. Below that, the MiG will stomp all over you. If he starts looping to fight in the vertical follow him if you have over 200 kts airspeed and be careful over the top. Here is where swept wing fighters get pretty squirrely and you need to use rudder and pump and dump with whatever E you have left. I find the Sabre FM tends to roll out near stall, ruining your tracking but you can stay with him. It is here where you will eventually close the distance and can shower him with 50 cal. It may take 3 or 4 good hits to smoke him. If you stay with him he may punch out without any more hits. Go ahead and stall with him over the top. This is also where slats would help a ton but you can still do it. I have been practicing a good bit on invulnerable settings and it's kinda weird to take a couple banging cannon rounds in the tail while doing all this, but it is good practice. ;) I find the AI much more challenging in turning fights, especially pursuing a flight mate. Another thing. The roll center on the Sabre is below the cockpit, about the wing spar and this can be frustrating when trying to place you pipper in the right spot to land hits. The MiG is more centered and that is an advantage at low speed, close range, vertical/inverted ;)
  3. Yes, faster. I have found that around 150 kts is pretty smooth and stable. You may need to adjust your glide slope angle but it works for me with a typical overhead about 4000 ft. or direct approach near 2000.
  4. Thanks AZ! ;) The editor I was referring to must be JSGME or the old ModMan. "Where to put the files" was about the newer windows file structures with app data, users and all that. Like where the screenies appear. Putting .lua's where you found them makes perfect sense to me so I think you answered my questions. "How to load the files" was the same as the first+notepad fail. Yeah, I bought my copy and the integrity check will take care of the rest so no worries there. Thanks again.
  5. Right probad, no problem. I just flew some more practice sets of 3v2. Now that you called my attention to it, and I have had time to study it, it looks pretty good. Seriously though, it looks a lot better than I originally thought. I must have just been focusing on the max deflections, when the elevator surface was kicking out enough more to catch the light and stand out. It may also be my stick since it's old, worn out and pretty spiky-causing some ham fisted pump and dump ;) I was watching a lot of tracks to see how my hits were doing and saw a lot of MiG elevator too. You were right to point it out to me and I feel a little silly for not looking more carefully. Honestly, once I downloaded the world update earlier this weekend, I could swear that it was improved. But it was just my imagination, right? ;) AI seems to be better at Average level too, but that may be more a factor of 3v2. I have seen less vertical and more yo-yo turns. To my eye now it looks like the elevator is deflecting maybe 30' to the stabilators 16'. And that is pretty darn good if you consider it in proportions. No more than "2x again as much." Slight is a vague term and now that I see the stabilator is actually working, It may not be worth the trouble. We can probably find it in some workshop manuals or that kind of thing. Thanks for clearing it up. This is a great sim really and I have only started to push my graphics settings.
  6. OK probad. I got some screenshots of the stabilator movement. I guess I must not have been looking closely enough and got distracted by the reflections or play of light. I would have expected to see more given what's seen on newer aircraft. To be honest, after I just fired up the sim now to check, it looks better than last week. ;) Incidentally, I am an Air Force veteran and not just some Jalopnik Google hack. The VA Air Guard page I quoted above says the elevator moved "slightly greater" than the stabilator. I was honestly asking about it because what I saw was more elevator flop and not stabilator movement. I have flight time on board the following aircraft: Cessna 152 Aerobat 172\T-41 Aronca Champ KitFox Piper Cherokee New Standard D-25 Biplane T-37 KC-135 KC-10 C-141 C-5 I can confirm the stabilator movement in my screenies to follow. Thanks for the tip. It looks a lot better now that I am looking closely. I also just installed the DCS update ;)
  7. Aha! "The horizontal stabilizer was pivoted at its rear spar so that the leading edge was moved eight degrees up or down by the normal action of the controls. The elevator was mechanically linked to the stabilizer and moved in a specific relation to the stabilizer movement, with elevator travel being slightly greater than stabilizer travel." http://www.caiella.org/BasePages/Aviation/149192/VaAng%20Pages/Resources/AHF86E1.html I'll look in sim again. I suspect if there is stabilator travel in sim, the scale of "linkage" is just hard to see and the travel of the "elevator" surface appears exaggerated. Thanks.
  8. Good diagrams: http://www.boldmethod.com/learn-to-fly/aerodynamics/stabilator/
  9. Nice pic probad. Is that a photo or a screen shot from the sim? The grass looks very realistic if it's a screenshot. Don't remember seeing all those wires and towers either in sim. I have looked closely at the sim and I'm not sure I see any stabilator action. The "elevator" flaps around just fine. But if it was still a surface, did it move more slightly as say the elevator trim tab? I am not sure how all that worked but I figured if the later jet models had clear stabilators why the Sabre-F did not?
  10. Good news. I practiced a few days with my 2v2 mission in trail, bounce from 6 o'clock low. First against MiG-21 to have a turning advantage. It worked well and I was able to score kills reliably against average AI, even in looping fights. The AI seems to like this, taking advantage of the thrust to weight advantages of many aircraft. I then switched to MiG-15s and was able to stay with them barely, through looping fights. The problem here is low speed instability but the pump and dump nature of the Sabre's stabilator authority did allow me to stay with them through looping stalls. A side note here... didnt' the E and later type Sabres have an all moving stab? That was another advantage the Sabre has at high mach number. The model is not rendered this way and still uses an elevator surface. I edited the fight to include many different aircraft including: Su-17 MiG-25, both versions MiG_31 MiG-23 MiG-27 and believe it or not... MiG-29 and yes I was able to down both with out the Fulcrum really getting a shot off at all, guns only, average level. That was amazing. It was also a thrill to hear the afterburners of the later types kicking in at the bottom of the loops after they overshot to begin the climb again and I followed behind them, release some of the pressure/g, let them climb in the windscreen above the mirror and pull in behind them as I picked up speed. Repeat... It took about 3 good hits to do damage. 4 would make them eject. Zoomed in on external view you can see the shotgun like pinholes of the 50 cals. This is pretty accurate although the holes and damage could have been a tad bit more generous. I even read that some pilots liked the shotgun effect since it meant you could score more hits "off target" so to speak. Like duck hunting. That's how missiles work too ;)
  11. https://www.youtube.com/results?search_query=dogfights+mig+alley https://www.youtube.com/watch?v=3DiWnD4K1NQ
  12. There are several good videos on YouTube of the documentaries made on the Korean air war. Dogfights, Battle Stations and some others. After the 6-3 wing was introduced on the Sabres, (F-86F) it helped reduce weight and improve service ceiling but the loss of low speed handling characteristics was still a problem. So they retrofitted slats back on many of these and later types with mods to make them work. After a lot of loop fighting and shooting distances achieved near stall in the F, I can see the excellent reasons for doing this. It also helped handling in the pattern and lowered the accident rate for new pilots learning the ship with low hours in the plane.
  13. Yup, a dream for sure. Slats.
  14. May I request a little mod help here in this thread? I want to know if I can edit some lua's with notepad++ without building a whole mod and using a manager for what seems like total overkill. I want to start small if at all possible. Offline use only and fair use. I don't want to get in any trouble. Where do I need to put the files and how can I load them without preventing them from appearing in game. I did some skinning in LOMAC but that's it.
  15. Thanks Svend. I finished No Guts No Glory last night too. Tried a 2v2 last night. worked pretty well. I was able to sandwich the MiGs behind me for the most part and have my Wingman do the shooting. The last time around I was pretty sure I had a Honcho (AI only). Even on Average he was very good at climbing away after each overshoot, down to 1v1. Did not stay at altitude very long and even on a zoom attempt, the MiG just powers up and closes. Was the RR knock off that much better power wise or was it the weight of the Sabre. I think the latter is true. But then again, the axial flow design may have been a bit light on "torque or compression" (spool up) compared to the centrifugal design. It's all in the numbers. Also the wear on my stock gimbals makes it a little clunky so finessing the pipper has been difficult. I am also way too happy with the rudder.
  16. And why is so so difficult to get to the editor from a saved mission? I must be missing something. It seems fast mission is better for building, then mission editor for adjusting numbers and such. I then run into problems where way points are not adjustable. Frustrating, especially when I am just trying to build practice missions to explore all tactical situations. Bounce, trail, merge, hi, low and all that. Especially since mach is so critical in the low power to weight Sabre.
  17. I'm reading this right now and after a week of experimentation beforehand and so called energy tactics, I realize I am still way off. I think Sabres need to merge or better yet bounce MiG-15s at 30,000 ft, plus and use very large turning circles and 4 ship/element tactics to score kills. Even on Average skill level, 1v1, the 15 will still fight in the vertical and sap off all your energy, only to scoot off and up with it's superior thrust to weight and climbing ability. Even then, the near zero g maneuvering at the peak of it's "yoyo" more like "boost fest" you will have a hard time with deflection under the nose and poor control at stall in the Sabre. You need to fight at high mach, energy and altitude. That is my next plan for practice. IIRC, the MiG enjoys a greater than 10% advantage in thrust to weight over the Sabre. Mig is above 50%, Sabre is below in the 40s. It can't get out of it's own way below 300kts. Less than 10,000 feet leaves no room to dive.
  18. Ah of course, dang it! I was careful to convert m/s to mph and mach number but forgot about kmh. Duh. Yes, I am learning that the .lua is for AI only and limited at that. In fact that is what I was more interested in at this point. If I download the MiG-15 pack, I could compare them right? Even still, I understand the core FM is hard coded and can't really be tweaked without a mod add on. I also downloaded notepad++, not that I can really do anything with it.
  19. Hi gang. After my first week with the new DCS World and a gentle reminder to avoid the usual "noob" complaints, I took at look at some of the aircraft files. I started with the Sabre since I wanted enjoy that era again. I did a good bit of modding and development for the MS CFS3 title and worked mostly in xml and other flight model editing software. I do have some experience with LOMAC, FC IL-2 and Pacific Fighters but need help with the current DCS setup. I realize that the .lua files do not always have a direct influence on the sim and that this sim can not be as open source as they used to be, largely for online play and compatibility. And don't forget simple copyright reasons ;) So my question is on an aircraft.lua file, and without getting into proprietary knowledge, can someone explain why a clear defined ratio is used for critical air speeds when the simple calculation or resulting number is not, even though there is no variable involved in the expression? It seems odd to me, especially since the values in the top portion of the ratio are double supersonic in meters per second and the lower number (denominator) does not change from sea level to high altitude. I don't understand the reason for this. Take this example. And it is the MiG-15bis.lua without any associated hard coded FM as I am learning may be involved. But again. Why the ratio instead of a number? Am I missing something? I checked Mach number too, it's close but not the same: V_max_sea_level = 1059/3.6, -- Max speed at sea level in m/s (for AI) V_max_h = 992/3.6 ,-- Max speed at max altitude in m/s (for AI)
  20. Holy freakin moly this is a sweet skin! Thanks for your hard work. Looks even better full size ;)
  21. Did some "pump and dump" over the weekend. It will cause an overshoot but leave you dead in the air with no E. Also tried game fight models. That was interesting. A little too snappy roll wise and then one landing I floated like a kite. That was funny in fact. I came in too hot, jammed my flaps on the go around and then figured I would try to "3 wire" it since I had crash recover on too. ;) I side slipped the silly thing about half way down the runway, held the crab angle and plopped down at about 50kts, no flaps! Bounced a few times and came to rest off the end in the grass. That was pretty funny. I did score a descent kill finally but still with game settings. I was able to hang with the MiG in the vertical, but stupid slow and stalling. Then I got wise and reset my merge altitudes in my 1v1 mission to over 20,000 feet. Now with room to dive and keeping the speed over 300kts I knife fighted for a while and then was able get behind him in a dive and tag his left wing. Streamed fluid or fuel, shut down the engine and ejected.
  22. Hydro lock? Hehe :D
  23. But like any well built and designed aircraft, you should be able to "trim the pressure off" in any attitude or configuration. A little more difficult with out force feedback but do-able. My hotas cougar has worked OK but can get out of whack after long fight times and use of pause.
  24. Oh I hear you! I was a developer for the CFS3 community for many years. Staying up to till 2AM tweaking flight models, painting, building missions... You know, one of the Spitfire models, not sure if it was stock or aftermarket, was very good but the tail wheel physics were way off. You could lock or unlock it for taxiing but on landing the thing was just way too fragile to be realistic. When I opened the flight model and contact point file, I saw that the damage force for the tail wheel was way too light by some 50 to 100 pounds or something. It was a real immersion killer, especially in the BOB missions to come back after all that hard dog fighting to land in a great modded grass field, only to snap your tail wheel! :) And by surviving 2 against one, MiG v Sabre till my fuel ran out I knew it had to be pretty good. Like in Rise of Flight, LOMAC, and Pacific Fighters, I need to practice my energy fighting. Like, what is the best corner speed in the Sabre? :) Looking that up now, and of course it varies by altitude. The envelope in other words.
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