

GTFreeFlyer
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Everything posted by GTFreeFlyer
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The outside air is also much warmer at lower altitude, so it’s two-fold: Less airflow plus warmer air. Yup, crack those flaps open
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Haha, the opposite of the thread I posted where I said the shaking occurs too early. Try running the Moza profile as direct input, not telemetry, and not integrated. There is no telemetry coming downstream like other modules.
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Cannot get it off the ground (kinda) ...
GTFreeFlyer replied to Nukenin's topic in Bugs and Problems
Also make sure you are using rudder properly and keeping the ball centered. The side of the fuselage is an extraordinary air brake. -
FFB “Stick Shaker” Occuring Too Early
GTFreeFlyer replied to GTFreeFlyer's topic in Bugs and Problems
I recorded a beautiful flight this morning, but having trouble with the track file export. I was even toggling the gunsight on and off for you whenever I was able to feel any stick shaking. This issue is something on my end for sure, nothing with the Corsair. I haven't saved a track file in many years. I'll get it to you eventually. Maybe someone can help me figure this out: After a flight I try to save the track file, and then I get an error saying that it cannot open C:\Users\[myname]\Saved Games\DCS\Tracks/LastMissionTrack.trk. That file does not exist in that folder, so I have placed another track file in that folder, renamed it to match, and then DCS is able to save the track, but what it really does is just make a copy of the existing LastMissionTrack.trk along with the new filename I gave it. It is not the actual track file from my last flight. It is currently autosaving any mulitplayer track file, but nothing for single player, even when I click Save Track after the flight is over. I'm stumped. While I figure this out, I can give more details: The stick shaking appears to start almost right at 3.0 G's, but there is still plenty of margin before a stall or buffet occurs. I thought it was tied to G's, but when I got slow and pulled back (All my movements were very slow and smooth while I was testing here), the shaking started closer to 2 G's. So now it makes sense that perhaps the feedback is tied to AoA, not G's, which I like, but it is just triggering a little too early in my opinion. In other modules, you'll feel the stall buffet onset, and then just a little tiny more pull on the stick will cause the wing to drop on you. In the Corsair, once you feel that stall buffet in the FFB stick, you can continue pulling, and pulling more on the stick before the stall occurs. Hope that makes sense. I'm running the FFB mode in Moza as Direct Input, since I get zero feedback when running in telemetry mode. I also don't get telemetry effects to my simshaker yet, but I understand that's really not a priority here so I'm not worried about it. Thanks! (I will keep trying to get a track file to export, and will send it when able). -
Provide single-button command for "Takeoff Trim"
GTFreeFlyer replied to LeCuvier's topic in Wish List
There are a few of us making, or have made trim boxes for our home simpits. Please make sure the axis commands will still override any keybind so that the hardware stays synced up with the virtual knobs. Trim reset is a great idea for keyboard/hat switch users though! Just want to make sure this isn't overlooked if implementing this. -
Read the included manual, and read real-world handbooks, and you’ll be good. Goggle “Corsair POH” and you’ll find a real handbook. Also, watch all of Reflected’s videos pinned in the forum. You can also download my checklists here and follow them, and you should be good , but you still need the knowledge of how the aircraft works by reading the documentation mentioned above. This module, like most, is very in depth and requires some studying before you hop into the cockpit. I would also suggest finding a MP group that appeals to you, one where people are flying the Corsair. The community is very friendly and someone will take you up on an invaluable training flight. If you can’t find one, hit me up on Discord, same username, and we’ll see if our schedules align one of these days https://www.digitalcombatsimulator.com/en/files/3345803/
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Please see the Bug Reports section in this F4U forum. It's been discussed many times and you'll find your answer there. And yes, post track files since no details are given in your post. Here, to save you some time so you can get back flying sooner ...
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Had a chance to watch all three tracks. Nice pattern work and landings Excellent throttle management on takeoff as well, taking it up to only 50", and not full throttle. However, you cooked the engine on all three flights with the oil temp gauge pegged to the right. Open up those oil cooler flaps and you'll be all good. This behavior changed in the last update, so this is why your usual procedure from before no longer works. Unrelated to the engine, I noticed you unlocked the tailwheel prior to your takeoff roll. Only FYI: The procedures IRL called for locked tailwheels on takeoffs. Cheers! Copy all that. Without having met you, I had no clue if you are brand new to DCS and warbirds, or a 20 year vet. I did try watching your track file this morning to see if I can help further, but I don't have the necessary mods installed that you had active in your track file, so it won't let me load it. I'm not familiar with those mods, and as many others will say, try running it without mods to see if you have the same issue. Mods can be tricky like that. Cheers.
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FFB “Stick Shaker” Occuring Too Early
GTFreeFlyer replied to GTFreeFlyer's topic in Bugs and Problems
Ah! This one slipped my mind. Thanks for the reminder. Yes, I will get a track for you soon. I’m still experiencing it. Lots of stick shaking going on with most easy turns. I’m still unsure if it is an effect for stall onset (plane seems fine and no shaking), or a simulated G-feeling effect. Thank you for responding P.S. It feels awesome to shoot the guns -
1. Stay within limits for takeoff, not full throttle. The air is very thick at low altitudes and you’ll overstress the engine trying to push the prop thru that air with full throttle. The procedure is 54” maximum for carrier takeoffs, much less for airfields. Once you climb, and have inflow of air into the prop, there’s less load on it and your MP will drop. Engine management is key. 2. I haven’t watched the track file. I’m assuming based on what I read that you were assuming the water will last forever? Here’s a screenshot for you…
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Love it, Hoss!
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Awesome! I’m printing revision 6 this weekend. I’m a perfectionist and didn’t like the way the first 5 of them felt, lol!
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Maneuvering On The Ground With Differential Braking
GTFreeFlyer replied to AG-51_Razor's topic in Bugs and Problems
Turning with wind should always be more difficult than without, but this won’t really work for us in DCS on the carrier because we don’t have ground crew running around to move our planes for us like they did back in the day. It was a great idea to add this in for realism, and realism is something this entire community wants, but I think (myself included) I’m backpedaling on that idea now. Compromises will need to be made for sure. Maybe some keybindings to translate the airplane left-right only when on the carrier could be a solution? Not very realistic, but it would simulate ground crew helping us get in position for takeoff. On the Super Carrier, we just have to get close enough to the catapult, and ground crew will shift the plane left or right as needed for proper lineup. So, something like WASD keys to move the plane around on deck might, or might not be a good idea. Hopefully we’ll have a super Essex one day as well. In the screenshot from an old video below, I counted almost a dozen guys man-handling the plane. We don’t have this… yet. I want it, we all want it, and when it comes out I know I’ll be among the first to say my frame rate sucks with a dozen crew running around, and why did they have to add them, lol. I haven’t seen videos of Corsairs taxiing around a deck like we do in DCS, but it’s something we have to do for now, and the realism of weathervaning isn’t mixing well with the sim-isms we encounter in our chairs at home. It’s all about compromises that need to be made, and part of the learning process and feedback cycle of early access modules, between the devs and us, the community. It’s such a great plane, and I look forward to the future when things are even more ironed out. Keep up the great work M3! -
Hey Hoss, it's the same GT from your group Attach a track file where your engine quits and I'll gladly look at it for you and see what's up. Taxiing and ground handling has been very difficult since the module was released. There are other threads on that, so no need to discuss it here and start a new conversation. It has not yet been addressed. I'm confused what you mean about the slash command for comms. I press it, the menu appears, and I'm able to hit the F keys to select items from the list. So for VA, I would assign wingman cover me command as: \ + F1 + F7. Is that not working for you? Would be strange. Not sure if you knew this or not, but you can also assign keybinds to move up/down, select item, etc once the comm menu is open. I assign them to a hat switch along with a modifier that I hold. It's awesome and not so well known. In the controls options, instead of picking the aircraft in the drop down, choose Coomand menu. I have hat bindings for Command menu next item, Command menu previous item, Command menu return, and Command menu select item. There are also keybinds for F1 thru F12, so check there that they were not cleared from your list. Cheers, -GT-
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The pilot head in mirrors is new. Unfortunately, we don't have the option to turn it off. I have not noticed a difference in the rudder behavior. This plane requires lots of rudder. If you have your trims set to neutral, you're not flying a warbird correctly, especially this one. There are so many reasons rudder is needed: Prop torque, P-factor, gyroscopic force, prop wash vortex influence on the tail, etc. And the effect changes for each at different airspeeds and angles of attack. You will ALWAYS be playing with the rudder on this bird. This is normal and the principles are realistic. Just google "more right rudder" and you'll find more memes than you can imagine. The new noise (and possible shaking) you are hearing is the engine knocking (kinda sounds like a roller coaster climbing up the track). You are pushing the engine too hard if you hear it. Takeoffs from carrier are 54 inches max., not full throttle. If you hear the knocking, pull the manifold back a little. The checklists and real world old training videos that I've seen mention setting your MP and prop to desired conditions after takeoff, before your landing gear is retracted. Likely because it's important to manage that engine quickly. The artificial horizon is correct. The dot in the middle represent your aircraft's nose (or tail) and the two horizontal line to the right and left of it are your wings. These make up a rear-view image of an airplane. The line that moves around is the horizon. When that line is running from 10 o'clock to 4 o'clock, for example, you can see the "image" of your plane shows the left wing is below the horizon, and you are in a left bank. Cheers
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After your landing, your oil temperature was already red-lined. You need to open the oil cooler flaps. Cowl flaps and cylinder head temperatures are only part of the equation. When you took off after landing (still red-lined on oil temp), you pushed your throttle fully forward and got up to 57-58 inches MP. The engine knocking noise was clearly heard, which is the sound of mechanical damage occurring. Takeoffs from carrier are 54 inches maximum. I attached a screenshot from the Corsair POH's takeoff checklist. When you hear that knocking noise, pull your manifold pressure back a tad. Cheers! null
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If only every aircraft module would just spit out the reason for engine or system failure into the log file… if only. Maybe M3 can start the trend? Hint hint. Whatever condition is satisfied in the code that makes the engine quit, just export that to the log file alongside the line of code that tells the engine to quit.
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Ooh I didn’t realize you can’t tilt them anymore. Yes, that was cool. Didn’t play with the tilt today. I did notice the new face, and liked it for immersion, but when I turned off the pilot body, I was surprised to still see the face in the mirrors. Wish that was linked to the pilot body show/hide.
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TBD. I’ve used the Arduino micro and Leonardo in the past, and they’re great,but will try something different this time around because I’m always striving to learn something new. At least I have fallbacks that I know work well
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Very sweet! I have one in the works as well with working pointer inside the knob. The pointer rotates at a much slower speed than the knob, as seen in the virtual cockpit. I hope to make it available soon. Still working out the right feel to it. Ignore the green color, this is just a prototype.
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You are correct about the wings spreading, but I was talking about the small flap that closes after the wings are down. The closing speed is slow even after engine is running and hydraulic pressure has built up.
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I’ve watched a few videos online of the Corsair spreading its wings and in all of them, the cover flap for the hinge pin closes in maybe a half second or less. In DCS, it’s very slow and takes several seconds. Just FYI. Nothing game-breaking here at all. Just a low-priority opportunity to speed up the startup sequence and add realism at the same time. Cheers! -GT-
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I found last time that it mattered if it was SP, MP local, MP dedicated, regular spawn, or dynamic spawn. Different combinations produced different results. Original post is here. Not at home right now. Can someone test and update the thread with results?