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Tom Kazansky

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  1. ... the first plane with an even bigger angle of stabilizers to the outside, that came to my mind was the YF-23 Black Widow II and I found the following interesting behaviour: while taxiing on the ground the YF-23 moves its stabilizers clockwise in a right taxi-turn. correct me if I'm wrong, but this should mean a right rudder press. the control surfaces ot the much more perpendicular (i.e. vertical) stablilizers of the Hornet move "counterclockwise" (or to the right, in this regard) with a right rudder press. This tells me, that if the stabilizers are installed with an higher and higher angle to the outboard sides, the effect I described in my previous post becomes so pronounced, that it is the better solution to invert the stabilizers' movement to get the roll/yaw you want to get. Here is a YT video of the right taxi turn (starting at 34min 50s), you might need to slow the replay speed down to see it better: https://www.youtube.com/watch?v=PYLiMYGBE2Q#t=34m50s I admit that's a far excursion, and not a proof by no means, but it helps me understand what could be going on, till proven otherwise.
  2. Couldn't stop thinking about that, so I came to the following: let's assume hypothetically(!) we could increase the angle of both of the vertical stabilizers even more to the outboard sides, and consider them almost like wings: so a (e.g.) left rudder input would look exactly like a right aileron input (if those stabilizers were wings). The right control surface would point upwards and the left surface downwards. The result would be a right roll. You get what I mean? So this would explain why a smaller angle of the stabilizers to the outboard side could induce a smaller (but noticeable) roll to the opposite side of the rudder input. (Does not explain why it is AoA dependent, but ok.)
  3. I have to correct myself: the FCS of the Hornet does not do "nothing" with the control surfaces, it does adjust the rudder itself while changing AoA (of course not to the opposite direction). I did not manage to reduce the influence of the FCS to stop that, not with the Gain switch, nor the Manual Spin Recovery Mode switch (thanks @DummyCatz ) I fanally saw some unclassified aerodynamic formulas* (thanks again @DummyCatz) that explain that the Hornet is able to create such opposite rolls at certain states and all that lead me to my cautious and tentative conclusion that it's ok for me at the moment. Thanks to all of you for your interest and helpful replies. (* I'm not quite sure I'm allowed to post here, so I don't) EDIT: the link should be ok, I guess: "AERODYNAMIC PARAMETERS OF HIGH-ANGLE-OF-ATTACK RESEARCH VEHICLE (HARV) ESTIMATED FROM FLIGHT DATA", NASA TM 202692, https://ntrs.nasa.gov/api/citations/19900019262/downloads/19900019262.pdf
  4. checked that today and I can confirm your statement. was able to control the direction of roll (with pressed and held rudder) just by adjusting the AoA with the elevators at any (tested) speed. thanks, again (got to change the title... again, we are getting further here)
  5. interesting, thank you. will check tomorrow, but it seems I'll have to change the title of the thread once again
  6. if so (which I doubt), this should be equal for all planes. but the Hornet is the only plane with an opposite role (above 260 kts). so it does not make sense.
  7. 237 knts thank you @Hulkbust44 although I was aware of the aerodynamics, it is helpful to explain it here, so we learn about the expected behaviour. thank you also for your observation about the speed differences, and finally, but most important, you are correct: the other control surfaces are not moving at all, so there is no way the FCS/fly-by-wire compensates anything. (certainly, the thrust of the two engines is always symmetrical and this is not changed.) It is interesting what happens below 236-260 knots (maybe depending on altitude? haven't tested that yet, just jumped to the default Freeflight mission): the DCS Hornet goes from a (e.g.) left rudder induced roll to a right roll just by increasing speed, without any movement of the other control surfaces. so my initial question stands: Why is the Hornet's rudder the only one that works the other way around? (above 260 kts) (have to change the title)
  8. Ok, but what happens if you just use and hold rudder and no stick? Does it really roll to the opposite side? All planes I tested rolled to the side of the rudder I pressed. All but the Hornet.
  9. As stated in OP, bindings are correct. Just try full rudder and tell me what you see please.
  10. mine are on high performance, I have no "ultimate". edit: wait, since my Windows and me are German, I have "Höchstleistung" which is transleted to "Maximum power". Ist this ultimate?
  11. I see something similar. Even when the game is paused, it looks like: Although I don't see a FPS drop in the FPS-display above, the game is not smooth anymore, especially when looking left or right to the side of the cockpit. Everything is butter smooth again after those saw tooth like frame time pattern. It is actually also butter smooth when the frame time (green line) is constantly higher (as high as the max. amplitude of this saw tooth pattern). VR, MT, RTX 4090, i7 8700, 32GB RAM, 32 GB page file, Reverb G2, Win10, DLAA (no DLSS), no mods, no trackIR, no tacview, no overclocking. Edit: this was with the default "Freeflight Caucasus" mission with the F/A-18C. So single player, no AI units. But it happens also on other maps, like NTTR.
  12. hi, can someone please explain to me, why the Hornet's rudder is the only one that works the other way around? With every other fixed-wing module I've testet, the aircraft rolls to the direction where the rudder is moved to. Tested everything F-86, F-5E, F-14/15C&E/16, MiG-29G, L-39.... In some of them I can even do a 360° roll right after take off, only with the use of full rudder in the desired direction. In the Hornet it works the other way around by a very slow roll rate. When I press down full left rudder, the Hornet rolls slowly to the right. And vice versa of course. Even with the FCS gain switch set to override. (Is there another option to turn down (not off) the fly-by-wire / FCS?) (And: yes, my rudder-axis-binding is correct) EDIT: thanks to @Hulkbust44, we see it is depending on speed. It changes significantly at around 260 kts from expected behaviour below and the opposite above this speed. Added this to the title. EDIT2: thanks to @Figaro9, we see it's depending on the AoA. Adjusted the title.
  13. Same here. Had a test in my Hornet. Warmed up. Made a first turn that looked exacly like this: And right after that the 2nd was like this one: I get the idea of an instant black out, but hoped it does not look "that instant". Maybe a very, very short period of a fast closing tunnel vision before would help to make it look more like a black out and not like a bug in the game?
  14. Same here. After ED's map/performance tuning (2 or 3 updates ago), the Marianas are smooth for me for the first time with high settings. Even the Apache is enjoyable over the Marianas now. (But since then, some times I get a sawtooth-like increase of frame times for a period of time. Nothing game breaking, and it goes away completely after a while. And that is on every map with every module I've tested so far. Hope this gets fixed if it is not only on my end.)
  15. funny fact: this got fixed by yesterday's patch. it seems to help with finding the cursor a lot, but I think not only for people who need an unlocked cursor, a solution to recenter the cursor, especialy the option to get it centered every time it gets turned on, would still be very much appreciated.
  16. It is useful to keep backups of the logbook.lua regularly. OT but I once had a reset of almost every module's flight time. I could recreate those only with a good backup.
  17. Dass die Core Version wohl keine 4k microOLED Displays haben wird, ist eigentlich ein bisschen schade. Meine perfekte VR Brille hätte maximale Bildqualität und minimalen Schnickschnack, also keine Sandalone-Fähigkeit (und somit auch keinen Akku) und wäre relativ leicht zu tragen. Trotzdem ist die Core natürlich erstmal sehr interessant.
  18. +1 and for those who don't like another keybind to use, ED please add the option(!) to center the mouse cursor every time it goes from off to on automatically. in the meantime please fix this related problem: there are two options to lock the mouse cursor in the game window. one in the VR settings, and one in the system settings. at my PC, none of them works in VR when I start a flight. (yes, not the game, but every time I jump into a cockpit.) the only workaround for me ist to uncheck the box in the VR settings and check it again right away. after returning to the game the cursor is finally locked whithin the game window as intended. but I have to do this every time I start a flight. thanks. (bug report added in the bug section)
  19. hi, in DCS there are two options to lock the mouse cursor in the game window. one in the VR settings, and one in the system settings. at my PC, none of them works in VR when I start a flight. (yes, not only the game, but every time I jump into a cockpit.) the only workaround for me ist to uncheck the box in the VR settings (not the system settings) and check it again right away. after returning to the game the cursor is finally locked whithin the game window as intended. but I have to do this every time I start a flight. (related: please consider to add an option(!) to recenter the cursor every time it goes from off to on, so we can find it more easily in VR, especially when we forgot whether we turned it off or let him fade to standby automatically. it has been a pain for a lot of us according to the wishlist threads.) thanks (DCS MT, OpenXR, Reverb G2, nVidia GPU, intel CPU)
  20. Danke für die Info. Das macht möglicherweise das absehbare Ende meiner HP G2 etwas leichter.
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