GTFreeFlyer
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Flight Simulators
DCS World, X-Plane, FSX, FS2020, RealFlight
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Location
Orange County, California, USA
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Interests
Anything related to aviation
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Occupation
Aircraft Design
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Website
https://discord.gg/GHH7bVZ7K6
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As a way to give back to the DCS community and bring everyone together, I’ve created 18 mini-missions, intended for casual multi-player groups and quick flying sessions, and gathered your favorites from the DCS community to voice each mission (see list below). It works for single player as well, you’ll just get to fly more sorties. -REQUIREMENTS- The missions contain a little bit of everything DCS has to offer, and almost all of the modules are supported. The map is Marianas (modern), and WWII Assets Pack is required. For those that prefer the sea, the Super Carrier and Tarawa are in here as well. This initial release is geared more towards fixed-wing operations, but helicopters can be flown as well, and more missions are planned for the future. -ABOUT- If missions are spawned in order, they provide a loose, and fictional, story line about your Andersen AFB-based squad trying to regain control of the Marianas Islands from terrorists. Some randomization is provided as well, for replayability. Detailed, yet concise kneeboards are provided for each mission. The game-play style is fun & casual. A “table of contents” kneeboard card is provided which is an overview of all missions, so you get an idea of what’s entailed before you spawn one. -DISCUSSION- (follow for updates, feedback, bug reports, etc) Discord (Preferred): GT’s Runway: https://discord.gg/GHH7bVZ7K6 DCS Forums: Right here works too! -VOICE CREDITS- M1: Apache600 (Campaigns) M2: Tricker (Voice actor / Community member) M3: Greg from Reflected Simulations (Campaigns) M4: Badger633 (Campaigns) M5: Andrei Celeste from HIP Games (YouTube / Discord) M6: Oyt from OnYourTwelve (Sim hardware, Etsy) M7: Graywo1f (Jester voice, Gray Flag server) M8: MD44 (Voice actor / Mission tester) M9: Baltic Dragon (Campaigns) M10: Deephack (YouTube) M11: Bogey Dope (YouTube) M12: ChillNG from Ground Pounder Sims (Campaigns) M13: Casmo from CasmoTV (YouTube) M14: Tuuvas, the Gamepad Guru (YouTube) M15: Rob from Air Combat Sim (YouTube / Podcast) M16: BigNewy (Eagle Dynamics) M17: Home Fries (Voice Actor, Modder, Skinner), and GTFreeFlyer (Yours truly) M18: Cap from Grim Reapers(YouTube / Discord), and Apache600 (Campaigns) -DOWNLOAD- https://www.digitalcombatsimulator.com/en/files/3347571/
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I found it. It was on Magnitude 3's Facebook post on Aug 14, describing the new changes in the update the previous day.
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The taxiing got messed up with an update while you were away. Way too many posts already on this topic. It’s not an issue with the ferry mission. Search the bugs section for taxi issues and you’ll get caught up. Cheers.
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I have been doing aerodynamics and aircraft sizing and configuration IRL for the past 20+ years and can chime in here. The size of the vertical surface alone tells you nothing. Please don’t make any assumptions based on how big that thing looks (insert “that’s what she said” joke here). You have to take the tail arm into account as well. This would be the distance between the wing and tail’s aerodynamic centers (tougher to compute, but close to the 1/4 chord of each). Also, there’s vertical surface ahead of the wing center (lonnnng nose) that will take away from the tail’s effect. The combination of all this is taken into account when computing the “vertical tail volume coefficient”. Someone here can research that, and then use three-view drawings to estimate areas and lengths if they want a fun activity. You can take that coefficient and compare it to some known coefficients of other similar aircraft. As for damping, that goes along with what I mentioned above, but one more thing to consider is inertia. In yaw, there’s a big ol’ massive engine being swung around. If you aren’t slow and smooth with it, it’s going to be tough to tame. Wish I could fly a real Corsair to verify, but I used to have scale RC Corsair that exhibited similar behavior. Even when comparing to other scale RC warbirds I’ve flown, the Corsair was always the most “wiggly”. Yeah, small scale planes aren’t representative of full scale, so take that for what it’s worth. At least in comparing it to others of same size, the characteristics match my experience in DCS. I haven’t really had any issues keeping the nose steady with some curves on the axis, and some good rudder pedals that allow me to be smooth and precise. I can see it being an issue with my old cheapo pedals (CH), or even worse, twist sticks. I definitely suggest playing with the curves and just training the muscles to be smooth, with slow movements. Push a very little, wait a second, repeat. I find it not fair to compare to the other warbirds. Each plane always has its own quirks to learn which is why we all love picking up new planes in the first place. I think it would be quite boring if they all flew the same, not to mention, the Corsair would never have been so legendary if it was exactly like everything else in the sky. Every time I hop into the Corsair in VR, I feel like I’m part of that amazing history. Anyway, if you are taking on my “tail volume coefficient” challenge, feel free to ping me for help if you get stuck with something.
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Good question. Can’t remember. It was either from the manual in the install folder (whatever the current version was on the date I posted that), or from an updated post I found by Rudel as he has shared some stuff like that in the past before it was released in a DCS update.
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Yup, this one confuses lots of people initially. Trimming nose up will move the trim tab on the elevator down, not up. Same principle with the other control surfaces.
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…but if you trim, and the control surface takes on a new position, and the control surface is directly connected to the stick via cables and pulleys, then it should move the stick, no? I haven’t flown a real Corsair (still waiting for someone to offer!), so I’m asking, not correcting you. Cheers.
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I think you’re correct in that it isn’t optimized yet. I also get some lag compared to other modules with 9900X, 4080 Super, and 64 GB ram. I have a lot of my settings turned down for VR. It’s manageable, close to 25-30 FPS on the boat, then increases past 45 or even 60 when I’m away from the carrier (and other ships)
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The module has evolved, and the original training is still the original. Don’t close your cowl flaps like the training says to. Open them to keep your cylinder head temp in check. Also, your oil temperature (not pressure) requires you to open your oil cooler flaps. I set these 50% open for the entire flight and never worry about it afterwards. You can choose to close them in small increments every few minutes and keep an eye on the oil temp if you are concerned about the small drag penalty.
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Don’t quote me on this, but I thought I remembered reading somewhere that that switch was an older method. The tanks are dropped electronically like bombs (hit the arming switch for the pylon, then weapon release). In case that fails, there are two manual release pull handles located back near the wing fold handle that works as well.
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Doesn’t exist. It’s already in the wish list section of this forum and Rudel has acknowledged it.
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If you try using multiple hydraulic systems at the same time, the gear will hang up occasionally. For example, if you drop your flaps too early and they have trouble extending, the pressure isn’t available to push the gear down. Try dropping the gear first, and confirm they are fully down before extending the flaps.
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That's what I thought too, but the trim is isolated from the elevator axis. So, with the trim being backwards, I had to invert the elevator axis in Moza, and that made the trim and elevator work in the same direction. However, as expected, things were now backwards in DCS, and pulling the elevator sitck back would result in a nose dive, so that's why I had to invert yet again, but this time in the DCS control settings for the F4U. So yeah, inverting the inversion kept the elevator behavior the same, but it didn't affect the trim, which now follows the same direction as the elevator. None of this will affect my other modules because I use separate Moza profiles for each aircraft. Cheers, -GT-
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Haven't had a chance to test things since my original post. Although the behavior is different than the other modules, the solution here is to not only invert the pitch axis in Moza, but also in DCS. The trim now moves the stick in the correct direction. Marking as solved. Thanks all.
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This is the correct behavior. They are all switches, not proportional levers. Right in front of the handles are two indicators for oil and intercooler positions. Cowl flap position is done with the eyeball since the cowl flaps are visible from the cockpit.
