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Lobo_63

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Everything posted by Lobo_63

  1. Maybe there will be an update from HB soon? ¯\_(ツ)_/¯
  2. You CAN buy it now! I bought it Nov 4th! DCS: F-4E Phantom II (digitalcombatsimulator.com)
  3. Technically the controls aren't reversing... the aerodynamic effect of the adverse yaw (due to aileron input) during hard maneuvering makes it appear the (aileron) controls are reversed. Right rudder will make you yaw (and bank) right. Left rudder left.
  4. I don't like the design of my Saitek pro pedals, however I don't want to spend $ on new Saitek combat pedals... So I came up with a realism on the cheap mod, aka the "Saitek Pro Pedal RoC mod". Some wood dowel, aluminum rail, sheet metal, bits of scrap wood, screws, glue, paint and a few hours in the workshop. The end result are pedals that not only look much more realistic than the stock pro pedals, they are also ergonomically correct for use as aircraft pedals. Here is a before and after pic. Also one with pedals and my seat together:
  5. Exciting times ahead for simming with the Rift and now Castar on the horizon! IMO the Castar has the most potential for flight sims. Potentially allowing the user to place the retro-reflective sheeting material as required (imagine a dome or 180 degree arc of material). Or if you have a cockpit frame built with window panels, you place an arc of 180 degrees of the reflective material behind your window frames and put on the glasses for near total immersion. The kicker for me is that you will still see your surroundings, keyboard, mouse, checklists etc. Augmented reality vs Virtual reality! Bring it on!
  6. Trying to update DCS world from 1.2.4.12913. I am attempting update via the above method. Will not update for me... I am getting the following message: "Update servers cant handle your request please try again later." Have been trying for the last several days, tried early, tried late, tried again just now. Always getting the same message... please try again later. Thoughts? :joystick: Thanks!
  7. Looking forward to this module! :thumbup:
  8. Thanks for the comments! Will make corrections noted in the next update.
  9. I had the same problem. Until I made them the same group. ie 1 of 3 units not 3 separate units. Now SAMS firing! :thumbup: Thanks for the tip.
  10. Did you ever notice the yellow mark on the airspeed indicator? That mark (at 200 kts) indicates the max speed for your gear and flaps. :)
  11. From the Dash-1 "Determine minimum final turn / base leg and final approach speed based on intended configuration, gross weight, and cross-wind / gust conditions. See figures 2-4 through 2-7 for pattern and approach airspeeds. In the final turn and on final approach, fly on-speed AOA. but no slower than computed airspeed. This will provide a safeguard against a malfunction in either the AOA system or airspeed indicator. An excessive discrepancy between computed airspeed and AOA indication will also alert the pilot that the flaps are not in the intended position. WARNING • Total reliance on either the AOA system or airspeed computation may result in a reduced stall margin." So it seems it is recommended to use both.
  12. You should land with air brake at 40%. Yes you are landing too fast. At 35,000 Lbs your approach/touchdown speeds should be 130/120 kias. See chart in post #8 of this thread: http://forums.eagle.ru/showthread.php?t=84739 Lightly loaded you don't even need to use wheel brakes! Cheers
  13. EGI CDU labels? In sim, on the AAP panel, the EGI and CDU switches have no labels. The manual on page 173 says these switches are labeled as CDU and EGI however in sim this is not the case. Which is correct? Cheers
  14. If manually activating the jammer, either in semi or manual mode, is it better to turn on the jammer prior to getting painted or to wait until you are painted, and then turn it on? Is there a downside to using the jammer? Why not just turn it on with fence check and let it run? Does the use of the jammer give away your position to AI forces? Thanks!
  15. MagnumHB have you watched this great vid by ExcessiveHeadspace?
  16. It's interesting to note that the manual talks about the six general types of dispense programs and 5 of the 6 have programs however #5 (flares only fast interval) has no program... seems strange. You have to manually program it like you have done above 0/4/0.5/5. I wonder if 0/1/0.5/20 what would work as well as your 0/4/0.5/5 in situation #5 below. Both put out 20 flares, but 0/4/0.5/5 gets them out much quicker (2.5 sec in a tighter string) vs 0/1/0.5/20 (longer string of flares 10 sec). Cheers! There are six general types of dispense programs: 1. Mix of chaff and flares released in a fast interval to defend against an incoming missile of unknown type (infrared or radar guided). (i.e. PROG E) 2. Mix of chaff and flares released at a low interval over a long period of time. When entering a target area, you may wish to activate such a program to act as a preventative measure against both infrared and radar guided air defence systems. (i.e. PROG F) 3. Chaff-only released at a fast interval. Use this program to defend against an incoming radar guided air defense system. (i.e. PROG B) 4. Chaff-only released at a low interval over a long period. When entering a target area, you may wish to use such a program to act as preventative measure against radar guided air defense systems. (i.e. PROG L) 5.Flares-only released at a fast interval. Use this program to defend against an incoming infrared guided missile system. 6. Flares-only released at a low interval over a long period. When entering a target area, you may wish to use such a program to act as preventative measure against infrared guided missile systems. (i.e. PROG M)
  17. What is your release alt for the CBU's?
  18. The CMSP programs are all unique up to N, the remaining 12 (O to Z) are all identical to N. So would it be best to only manually program the slots from O to Z? Am I correct in thinking that the semi or auto modes would only use the programs between A-N? Cheers :book:
  19. I've been wondering about this type of scenario also and the use of bomb ripple interval in particular. A recent post by Eddie on simhq forum has me rethinking ripple interval usage. "Your release spacing has less to do with your target's spread (almost nothing to do with it in fact) and more to do with the weapons you are using. If we take the Mk-82 as an example, you're ripple spacing is 75ft. Why? Because 75ft between each bomb is the spacing at which the explosive yield of the Mk-82 produces the most damage. Any closer and you are not making the most of the weapons capability, any further and you're spreading your bombs too thin, and will be less effective as a result. To give some perspective, for Mk-84s a 150ft spacing is most effective. And for CBU-87, the ripple settings should allow for around 60ft of bomblet pattern overlap. With ripple single used for soft targets and ripple pairs for armoured targets." http://simhq.com/forum/ubbthreads.php/topics/3505782/2.html So With the above in mind, I wonder what the recommended in sim spacing is for the 97?
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