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heloguy

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Everything posted by heloguy

  1. Hey Andre, Maybe the best would be to have the gametrix seat and a buttkicker, or two buttkickers on different outputs That way you could have the rich engine rumble and your great effects. IRL I don't fly anything as exciting as an old warbird. I fly helos, and have flown in light airplanes (Cessna 172), and an old Chinese Nanching. I definitely feel plenty of vibrations in the helicopters (Transverse flow would be a great effect for SimShaker) and distinctly remember the engine vibrations in the recip airplanes. Maybe an effect based on airspeed is possible?
  2. Hey Andre, I got everything up and running (although I figured out that everytime I want to use Sim Shaker, I have to reinstall the drivers to my SB X-Fi Titanium card due to a bug with Win 10), and my first impression is that this is a great step forward. My only issue after flying both the P-51 and Bf-109 is that the effect for engine revs, and stall buffet could be a little more of a high frequency vibe. It feels a little lifeless when straight and level to me. This could just be me comparing the buttkicker when hooked up to the center/subwoofer channel normally, but the old way seems to feel more lifelike to me compared to when I go flying IRL. Thanks for the efforts, and I'll keep checking back to see how things pan out.
  3. Thanks for that, but it still didn't work. Even with advanced power management turned off, they still blink off when starting a profile and kill the script. Edit: Actually, it did work! After I posted the above, I thought 'Hmm, maybe I should try a restart.' So far so good. I guess after you change those registry entries, you need to restart for them to take hold. Thanks again!
  4. This sounds plausible, but I only have one USB extension cable, and it isn't attached to either one of my MFDs. The problem does seem to be that they intermittently lose power. Like I said, I tried two different sets on the main board. I also tried an externally powered USB hub, with the same results.
  5. So, I just upgraded to Windows 10, and started my run through of testing everything out. The only problem I've found, and it's an annoying one, is that if I run a TARGET profile for my Warthog, throttle, and F-16 MFDs, the profile will start, but the F-16 MFDs will blink, and the profile will stop with an error that the USB connectors have been disconnected. Everything works fine on its own, and I've tried to use different USB ports, but I just can't get them to work in TARGET anymore. I've confirmed that if I take the same profile, and just remove the MFDs from it, then the profile will run just fine. It almost seems like the MFDs are losing power for a moment, then coming back on. I remember this happened in Windows 7 every once in awhile (not everytime), but it didn't seem to affect how the profile ran. I've attached a screen shot of TARGET after the script fails to run. Anyone have any ideas?
  6. Thanks for that.
  7. Chances are, the climb at full collective would cause damage, but once again, it would be damage that you don't see right away. Unfortunately, or fortunately, however you want to see it, we don't have persistent damage from one flight to another. You always start each flight with a new aircraft. The limits in the aircraft always have a tolerance built in so that the Time Before Overhaul of components is not too short. This limit is well before any structural, or mechanical failure will usually occur. This is why you can continually fly around above the max limits in the game, and not suffer any failures. You could probably do this in the real Huey as well, but you just wouldn't keep your job for very long, because you will cost the operator a lot of money when the maintenance personnel start finding the damage you're causing.
  8. That's really too bad. They've gotten so many other things right, but A/C performance being close would push this thing into legend status. A/C performance being correct is pretty important for a module whose primary purpose is to move things around the battlefield. Part of the fun for me would be planning a mission, and seeing how close my planning was to actual conditions met.
  9. Calm water with nvgs is extremely difficult to see in real life.
  10. I haven't done extensive testing, and I'm not sure if this has been brought up before (didn't find it searching keyword "torque" in this forum), but I was wondering how close the engine performance is to the real aircraft. I started the free flight mission in the mission editor, noting that the OAT is 20 degrees, and the field elevation. I determined from performance charts in the UH-1H U.S. Army -10 that I downloaded to my iPad from somewhere ;) that the hover power required would be 22psi at 5 feet. Pulled up to five feet, and ended up hovering at about 32psi. From there, I went up to a 50ft hover, predicting about 32.5psi OGE. Actual hover power was 35psi(not too bad there). After that, I came back down to 5ft to re verify (same results), then accelerated up to 90kias to check power there. I predicted 24psi from the cruise charts, ended up settling at about 30psi in level flight. Just wondering if I should expect different, or is the aircraft in the game that much different than the one represented by the US Army's -10 (thought it was supposed to be close, since a lot of the flight manual is copied from there). Again, parameters used for performance planning: 1500', 20 deg C for hover checks, and 2000' at 15 degrees C for cruise at 90 kias. I setup the aircraft as basically a slick with a crew of four and two M60's with the doors closed. Full of fuel, the gross weight was 7035lbs. My predicted numbers were as follows: Hover at 5 ft: 27.5psi; Hover at 50ft: 32.5psi; Cruise at 90kias: 24psi My actual numbers were as follows: Hover at 5 ft: 32psi; Hover at 50ft: 35psi; Cruise at 90kias: 30psi A track is included. I was wanting to start planning missions out predicting fuel flows, weights, and power and such, but with numbers this far off, it will be hard in the sim. Just wanted to post this to find out if this is a known problem with the aircraft's performance, or if different performance charts should be used for a different configuration other than the U.S. Army's UH-1H -10 config. Thanks! Huey Power Test.trk
  11. If you're going for QFE. It would be nice if we could get altimeter settings in QNH, in order to use instrument plates correctly in game.
  12. Thanks, and here's the edited lua as well. All go in the directory as mugen mentions. quickstart.lua
  13. Just made these in the mission builder for a little variety from the 1 vs. 1 dogfight. I moved the fight west to the Novorossiysk area. Just drop in your Single Missions, or Quick Missions folder. If anyone knows how to make them show up under the Instant Action menu, please let me know. Have fun! Bf 109 K-4 Dogfight 2 vs. 2 EN.miz Bf 109 K-4 Dogfight 4 vs. 4 EN.miz
  14. Just a general "Thanks" This isn't in response to the Su-27 (I don't really fly FC3 much, although I own it), and I'm not sure how often this is done (didn't search), but I just wanted to give ED and all the third party developers for that matter a big THANK YOU. We all whine when x feature isn't included, or y feature isn't how we envisioned it, but the reality is, companies like ED and products like DCS are like unicorn teeth (pretty hard to come by). So, thanks again for what you guys do, and please keep plugging away. I'm sure we can all wait as long as it takes for what comes next.
  15. Yeah, in real life I can tell my co-pilot to come down ten feet, or hover over there. I wouldn't let this guy (autopilot) touch the controls within 100ft of anything. ;)
  16. I don't either, just talking about the post that was linked to above.
  17. I always did feel like the shaking at higher speeds was a little excessive, though I never ran the numbers.
  18. Does anyone know what torque calibration factor is used in DCS Huey? I'm guessing it would be whatever is optimal, as we get a 'brand new' helicopter every we start a mission, but I"m not an H-1 guy, so I'm not sure what that is. Just wanted to try out some performance planning using the Huey -10 and PPC I found online.
  19. Worked like a charm. Thanks.
  20. Alright, thanks, I'll give it a shot.
  21. I was wondering how hard it would be to edit an existing campaign to change the time of day. I was wanting to change a few of the missions in the Huey campaign to night time for some more NVG flight. Is it a just a matter of changing the time of day in the brief, or will it screw up all of the timing for the AI units?
  22. Awesome, thanks EvilBivol.
  23. Not to just echo what Sondo is saying, but as a helo pilot, and someone who loves this sim, I must express again (3rd time this thread I believe) that whatever way you push the cyclic, that is the way the disc is tilted. If you don't believe that, go read 'Heelicopter: Pioneering with Igor Sikorsky.' The pains Uncle Igor went through with gyroscopic precession are explained thoroughly in detail. Basically, when the first few flights with the VS-300 (IIRC) were attempted, gyroscopic precession was causing the disc to tilt left when the cyclic was displaced forward, and aft when displaced left, and so on. The aircraft went whatever direction the disc was tilted, not the direction the controls were moved. This being very counterintuitive, the A/C designers displaced the input from the swashplate to the rotor blades so that the disc would tilt the direction the cyclic was displaced, solving the problem and making the aircraft much easier to fly. I'm sure this was just a mistake in the update, and will be remedied in a future update, but I just don't want to see this lauded as a feature, and possibly kept around.
  24. That looks like 90 degrees to me. They are definitely not lined up underneath and parallel to the rotor blades. Anyway, like I said, I haven't tried it, and won't be able to until after the holidays, but if you push the cyclic forward, and the disc tilts left, that is wrong.
  25. I definitely like the option it provides. IRL, it depends on the pilot-in-command's (PC) preferences, but it's not uncommon that the PC will have the other pilot fly while he manages the mission (ie, navigation, systems/weapons/mission equipment monitoring, radio calls). The problem with our autopilot is that you have to take the controls every once in awhile to get yourself on the right track instead of just hitting the co-pilot upside the head and telling him where to go ;). In combat, the more experienced pilot will usually fly when the maneuver to be flown is going to be more advanced. In our case, that's everything except straight and level. I've tried using the orbit feature a couple of times, but haven't found it to be too useful. I would never orbit over a target that can shoot back, so I've never needed to use anything but straight and level if I wanted to switch to a different crew station to shoot, or to sit in place and adjust system switches. It would be cool if there were commands to have the autopilot turn, or follow the flight plan or something, but it seems like it would either have to be highly simplified, which might make navigation too easy, or there would be too many commands and it would be extremely hard and time consuming to use. Either way, if they add to it, cool, if they leave it the way it is, I'm happy. It's still a great module, and one of the most realistic helo sims out there.
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