

-0303-
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Everything posted by -0303-
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Weirdness. I can trap wire offline without much difficulty. Just trapped 5 times in a row 1st attempt OFFLINE (a specific experiment performed just now). Generally I trap offline fine. Online I succeed on Stennis ONLINE with some regularity but Kuznetsov ... I just ran out of fuel twice going around and around Kuznetsov ... I can't remember ever trapping Kuznetsov ONLINE. No specific bug report forum Su-33 ... therefore no "bug report" tag ... yet. Just asking, what's happening? The obvious question, just me or can everybody else trap Kuznetsov in Multiplayer?
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- land on cv
- cv 1143.5 admiral kuznetsov(2017)
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"You can cut rpm to 1350 29 inches and reduce gas consumption to 45 gallons an hour". More oars than prop blades. Mil power 275 gallons an hour. Engine management is more interesting in Warbirds. I expect this and the carburetor temps discussed to be modeled. Special lever to extend wheels (but not tail wheels) as dive brake? A wonderful amount of details in this film.
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Been trying the free play P-47. I enjoy learning it, especially the R-2800, something different from the Merlin. One can boost to 79', engine will break shortly of course. Interesting that there was no guard rail. The pilot must always take care to not exceed 52 w/o water and 64 with water. Still figuring out how to work water injection, I know I'm missing stuff, sometimes it didn't seem to work. Feels a lot heavier than Spit or P-51. Flies like a steam locomotive really. "Don't turn below 130", lol, Spit can turn at 70 or less. P-51 is a better fighter but that's not the point. So is an F-15. I enjoy learning it. If there was organized scenarios with team work, I'm sure P-47 would be effective as it was in real life. Like F4F vs Zeros. Echoing a player (with real life taildragger experience) about taxiing. A subjective opinion, and nothing more. The inertia while taxiing, the P-47 'feels' intuitively right. I've learned the "videogame" of taxiing the Spitfire, I agree (again subjective opinion without real world experience), perhaps the Spitfire lacks inertia while the P-47 feels right. WW2 training film lauds the wide gear and notes if running out of runway, one can cut the tail wheel lock. hit one wheel break and just spin around. Works great. DCS P-47 rolls at 900 rpm, needs parking brakes. Seems better than DCS P-51 who needs 1200. The real P-51 rolls at 900 rpm (or less) as stated by the guy who explicitly compared it to DCS. Extremely easy to takeoff, but one must remember "steam locomotive" whenever landing. Nice looking cockpit, lots of new clickable systems to learn (the electric propeller), still bugs (minor) but I figure they will be resolved.
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Ping. Update, rewrote top starting post entirely. Bug more than cosmetic.
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- screen resolution
- 1920x1080
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Indeed. Screwed on upside down when the artist took notes? If right side up, the arrow would line up perfectly with ON OFF. http://www.nmusafvirtualtour.com/cockpits/WWII_tour/WWII-23.html In game.
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+1. Confirm. Oil temp gauge CB will pop out if cockpit light is on, rheostat max and rpm 1500+. Made short (as I could) track. Clean install, fresh Saved Games ... -Spawn runway, parking brake -cockpit light switch on, rheostat full -rev up to 2000 rpm -watch CB pop out / reset three times Note, 1500 rpm is enough to quickly pop the CB. 1250 rpm holds (for a few minutes at least). First CB pop-out at 00:39 [1:10] p47oil_temp_gauge_pops_CB_1500rpm_with_cockpit_light on.trk dcs.logs.zip
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Wondered about that too. Blue and green colors flipped on RPM gauge? Notice "cruising" and "operating" captions (from DCS manual). Wish the 1947 manual above was readable. Think it says Blue: "Desired operating range for lean mixture and / or desired cruising range" Green: "Desired operating range"
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correct as-is Engine bearings damage too sensitive?
-0303- replied to PL_Harpoon's topic in Bugs and Problems
It's a thing with Piper Cubs and Pawnees towing gliders. Full power going up, don't crazy cut throttle leaf flipping down. To rapid cooling develops engine cracks over time, driving up maintenance costs. -
I would have figured 15 sec maybe ... I let it spin for 30 minutes. Track: Spawn on runway. Autostop, flip on battery, Starter energize, starter engage. Wait for it to run out of steam, and wait and wait and wait ... Coined "Inertia starter" tag as generic. p47forever_inertia_wheel.trk dcs.logs.zip
- 2 replies
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- p-47
- inertia starter
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1) Autostart does not turn on generator ("Takeoff from runway" does turn on generator, as it should). Track: Startup, rev up, flipping the generator switch on/off, observe amp meter. 2) Hydraulic pressure gauge flipping. I've seen that before but was about to dismiss it because I only saw it happen immediately after spawn. It sometimes flips insanely for 2 seconds after spawn. I thought it was an effect similar to why it can take 15 seconds to load up all graphics after spawning. The instrument driving algorithm needs a little while to load up. Well, here I accidentally noticed it while making "does not turn on generator" track. It's in the middle of the track. <Sigh> I'll have to make a youtube clip. Watch this space: Timestamps (all other parts boring) 0:58 Hydraulic pressure gauge flips insanely 1:01 Autostart complete. Generator not flipped on. Amp-meter zero. 1:31 Manually turn on generator, amp-meter goes non-zero 1:40 Manually turn off generator, amp-meter goes zero (coined autostart tag, it's named differently in different modules. Thought Autostart is a good generic for all modules) p47autostart no generator.trk dcslogs.zip
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Look at "Turn Indicator". "Weirdness" 18 sec into video. Auto shutdown, acts the same if just killing the magnets. Installation as clean as it can be (pristine, no mods no nothing), track as short as it can be. Logs.zip p47turnindicator.trk
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correct as-is Oil cooler and intercooler indicators swapped?
-0303- replied to saburo_cz's topic in Bugs and Problems
Annoyed me too. Found this, which is consistent with what we have. The plate the switches are attached too, are a little different. File "P-47D-25 through 35.pdf" page 6 from V'ger. -
Bug or not. Manual states: Nothing happens when clicking (left or right button) but gyro adjusts with mouse wheel. Manual erroneous or push-in feature missing? Tag as "Directional Gyro" (tip popup and ADJUST CONTROLS naming differs).
- 1 reply
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- manual error
- directional gyro
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"OFF" position is non-existent graphically in game and in manual. Did it exist in real life? If not, delete "OFF. Disconnecting the fuel supply from external fuel tanks." line from manual, page 62. Would being able to shut off auxiliary tank separate from not selecting it on "Main Fuel Selector Valve" make sense design wise? Picked in-game-name for tagging: "External Tanks Fuel Selector Valve". ed/add 20 may 2021. Added obvious generic, extremely useful tag "drop tanks", resisted, for now, adding "external tanks" tag
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reported Fuel quantity gauge does not show 100% Fuel
-0303- replied to saburo_cz's topic in Bugs and Problems
This seems bugged. Why is it not acknowledged? 1) 67% shows ~212.5 sitting on ground. Starting to accelerate it inches up to almost 225 (while tail wheel still on ground). It stays 225 in level flight. I took care to note that the 225 is not an artifact of accelerating. It stays just under 225 in level flight not accelerating (throttle off a bit). One have too read gauges real quick like because it gulps fuel like a drunken sailor (take off, turn around, land opposite direction takes 2% fuel). 2) Refueling to 100% fills the auxiliary tank. Taking off now, the main fuel needle acts just as 1) above (shows 212.5 on ground, almost 225 taking off and level flight). 3) Defueling 100% to 67% again, drops main tank needle (not auxiliary tank) to something that can be read as 112.5. Ie 100 gallon off, the same amount as the still filled auxiliary tank. Taking off, needle doesn't seem to move, showing 112.5 in level flight. If it does move, scaling is to small to tell. Ed/add: It does fluctuate a little on acceleration, as it should, but if it shows differently airborne, the scaling is to small to tell. -
Whenever they think Open Beta is good enough. There's no set schedule.
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Ruler bug is new as of 16 dec 2020 patch (OB 2.5.6.59398), undoubtedly related though. I posted Ruler bug report. This as old as 2.5.6, still annoying. Have to click twice
- 16 replies
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- monitor resolution
- full screen
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Update, rewrote this entirely. Bug more than cosmetic. Distance & direction shown top screen is wrong after applying Ruler when game resolution differs from monitor resolution. Found other additional (minor cosmetic?) bug: Fullscreen moving cursor F10 map show wrong elevation and N E position. Five images (a, b, c ,d, e) to illustrate. Game resolution 1280x768 (lowest possible). Ruler between center runway Senaki to center runway Nalchik. a) Game in window works correct (1280x768 game inside 1920x1080 monitor resolution). Distance & direction correct (red circled top screen and Ruler). b) [LAlt + Return] to fullscreen monitor resolution (1920x1080). Cursor is hovering Nalchik center runway (red arrow). Ruler not drawing correctly (green arrow). Distance & direction incorrect (red circled top screen and Ruler). Should (still) be distance 104 nm and direction (HDG) 35 degrees. c) After rightclick center Nalchik. Distance & direction top screen and Ruler are different (red circled). Distance & direction shown on Ruler is correct. Distance & direction top screen is wrong. Image d) and e). The additional bug. While moving cursor over F10 map elevation and position (up left corner) differs between game-in-window and game fullscreen. Cursor position at red arrow. Position: Imagine lines crossing Gudauta due south & Kobuleti due west. d) game-in-window and e) game fullscreen. 5698 feet sea level? Position N and E also differs. d) in-game-window shows correct e) Elevation and position N E differs. Clean install, clean Saved Games yada yada. Used Training > TF-51D > Takeoff Solo Practice to take images. Closely related also annoying bug.
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- screen resolution
- 1920x1080
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Word of mouth. 2018 or earlier some guys on a board started talking about DCS which I had never heard about. Their newfound enthusiasm and eagerness to share was sparked by the creation of "DCS World", all planes moving into a single environment. Described as really good, the best(?) flight modeling wise, I went for it. I was blown away by the TF-51D. I hadn't even imagined clickable cockpits existed. I was really impressed by the details like clicking the cooler switch and actually hearing an electric motor whirring away. Had the pleasant surprise to discover pitot heating actually is modeled. IAS stopped working and it took a little while to figure it out and click the switch. Reading the boards I discovered modeling gets input from pilots that actually flies the planes and I generally got the sense that their commitment to fidelity was genuine. I've always looked for a hardcore simulation so I was all in. I just didn't expect to find anything not arcadish on a desktop PC. Mid 90's I was into MSFS big time a few years, before moving on to ICI Warbirds arcadish game which I naively expected too develop into something like DCS. The original of this genre was Air Warrior which I only briefly had installed as Warbirds was a better game. Developers from Warbirds went on to create Aces High and WWIOL which I flew a short while. Then I quit ca 2001 until 2018.