Jump to content

GTFreeFlyer

Members
  • Posts

    676
  • Joined

  • Last visited

Everything posted by GTFreeFlyer

  1. This has been known since the release of the module. It’s a work in process. AI usage of the bat is not yet ready. Also, if you end up flying MP, you’ll also see your friends’ bat bombs just fall and splash into the water, but they’ll be able to see their bombs track to the target. MP sync is also not yet implemented. M3/ED were up front about it not working yet when the EA module released. It’s still really fun to use on your own though! You can still use it in MP, and like I mentioned, you wont see your wingman’s bomb glide, but you will see the explosion on the ship when it hits. Just keep an eye on the future changelogs when updates hit.
  2. I’m at 2400 RPM starting like 10 miles out from landing, all the way down to the ground. Set it at 2400 and leave it. 2300? 2500? Doesn’t matter. Pick one you like, set it for landing and don’t touch it. Come into the pattern at 120 kts. After your upwind to downwind break, go full flaps, gear down, and 10 deg of elev trim as I mentioned before. SLOWLY adjust the throttle so that your climb rate is steady at zero. Do not use elevator to adjust your altitude. This is important. If you aren’t hands free by the time you are abeam the landing point. It’s going to get ugly for base and final, so just extend your downwind during these practice runs and make sure you are stable before coming around. You want to be able to arc to the runway to see over the nose, so the extended downwinds will hurt you, but don’t worry about that for your training. Getting the plane stable for landing is more important. With the 10 deg of elev trim, you’ll find yourself right at 90-100 knots. Again, don’t touch the elevator, only the throttle. You mentioned your airspeed is all over the place before touchdown. This is because you are using your elevator stick to try and keep yourself on desired glide slope. Just remember basic slow flight rules: “Pitch for airspeed, throttle for altitude.” Once you get this in your veins, you won’t even look at your manifold, that’s why I haven’t answered that question until now. Just keep the throttle where needed to maintain altitude on the upwind/downwind, and then play with it very gently in base to final turn. Again, your plane almost automatically holds 90-100 knots with 10 deg of trim, so you don’t even have to look at your instruments. Keep eyes on runway and other traffic in pattern. Just be cognizant that if you touch the elevator stick, your airspeed will change. In your head think, “Stick centered, I know I’m at the right speed. Pulled stick back, I know I’m too slow.” You hardly have to look at your airspeed or manifold once you get it. Now for your nose swinging all over the place: Everything in your landing needs to be smooth. Really smooth. Very small changes to pitch or throttle. You can’t just jam things around like in jets. And here’s the tip that will help you the most: Your right foot must follow your left arm. Push right rudder any time you push throttle forward, and vice versa. This also applies in flight, not just for landings. Practice practice practice. Let me know how it goes. I know you’ve got this! Cheers
  3. Yup, the control surface is free-floating on the hinge and just aligns itself so that pressure on the top and bottom are equal. If you want to trim the nose up, the trim tab on the elevator actually moves DOWN, which causes more pressure underneath the elevator, lifting it up until the aerodynamics are balanced again, and now you have a little bit of up elevator to pitch the nose up. The control cables go from the yoke/stick to the elevator, so when that elevator takes a new position it pulls the stick along as well to a new center point. Hope that makes sense Note, things are different when it’s fly-by-wire. But we don’t worry much about that in Warbird threads
  4. There’s already a thread on this one here:
  5. I don’t think it’s implemented yet. I’m with the AB9 base and don’t have the trim working like that either. Also, the stick shakes much too much in small G maneuvers not close to stall. It’s better than nothing and I’m happy there’s this initial implementation to play with for now.
  6. Land softer. I see this happen all the time in multiplayer sessions with the planes that come in too hard, too fast, and/or not at the right attitude. The tail hook does get damaged easily and parts fly. I’ve had a few bolters myself where I left my tail hook on deck I’m not sure yet if the parts that fly around originate from the aircraft or the carrier deck, but either way, it’s from a less-than-optimal landing.
  7. Gear and flaps fully down, trim to 10 deg elevator pitch on the downwind. That should put you right at 90-100 knots. Maintain climb rate with throttle. Your goal is to touch the elevator stick almost never. Throttle inputs all the way down to the deck. At 90 knots your plane is at the right attitude to catch a wire. No flare needed. I’ve watched the same training videos as you where it talks about dropping the nose and then flaring. This approach is dangerous unless you are quick to act on the rudder pedals. I never use this technique. I just fly it down at a stable 90 knots until hitting the deck and it works great. Correct technique or not, I would have to assume that the real pilots only cared about the end result… “Did I catch that wire?”
  8. Yup, it’s been happening to me as well.
  9. No, world slider is for all the environment sounds around you. It will affect the volume of wind, other nearby aircraft, etc. It doesn't change everything, but yes, it will increase the volume of your engine when your canopy is open because that is a sound coming from the outside environment. I keep mine around 50% or less. I absolutely love it at 100%, but since I'm mostly doing multiplayer, it makes it tough to hear my buddies... especially when you're in an external view.
  10. You can’t get it to spin around one of the mains with full brake, rudder, and lots of engine power? You can try pushing forward on the stick a little to lift the non-pivoting tail wheel up. No issues here even though the wheel can’t freely pivot yet. Just takes LOTS of power. It will turn left better than right due to the slipstream effect (not sure if this is actually modeled yet, but just info for general taildragger stuff). I hope these tips help. Not sure why it would be different for us. If you turned down the saturation of your rudder axes, then you won’t be getting full turning authority. Maybe that too? If there’s a lot of wind, or you’re on the moving carrier, turning is more difficult as it should be with the plane wanting to weathervane due to the vertical tail. Everyone has different priorities for what they want to see implemented first. If M3 shared the list, there will be lots of arguments. It’s a great module and they are aware of what’s happening in the forums. It will come eventually. I have faith. In the meantime I enjoy the plane much more in the air than on the ground. It’s such a joy to fly
  11. Asked for a refund…lol. It’s an early access module, still in development. Try asking for these things in the wish list section and you may get more traction. These aren’t bugs.
  12. The binding for "Directional gyro cage" uncages the gyro, and vice versa. Cheers! P.S. I'll throw this one is as well because its very minor and not worthy of its own thread: When the starter switch cover is up, and the cowl flap lever is pulled all the way aft, it passes through the cover. I now close the cover after using the switch and no more issue. Amazing how that works
  13. From watching old real world training videos and reading the handbooks, it said to push the throttle forward as the engine was cutting off during shutdown in order to let it draw some fuel into the cylinders to make the next startup easier. Yes, priming makes it easier to start IRL, but if there's fuel already in the cylinders and you crank the engine with mags on, it may be enough. It's also warm outdoor temperatures in the DCS world, requiring less priming than a cold day. You can use this info to pretend your plane already had enough fuel in the cylinders from the last pilot who shut it down.
  14. Just to answer this… No, it does not help with any feeling in regard to keeping the ball centered or holding your altitude more constant. I fly with the Moza AB9 and Simshaker driving a bass shaker attached to my chair. Pilot IRL too. However, I can’t fly without the FFB or simshaker anymore. It just adds so much more to the VR experience, and all the little feedback you get for everything in game is amazing. I can feel my bombs come off the racks, landing gear “cah-chunk-ing” into the uplocks and downlocks, etc. You’ll even feel the bumps on ground during slow taxi. And the gun… oh, the gun That’s what FFB is good for. It’s not for getting your plane trimmed, although in some DCS modules you will notice the center position of the stick move based on your trim, which is accurate to IRL. I also get a feeling of how fast I’m going based on stick force required to deflect the control surfaces. Perhaps when someone makes feedback that pushes your butt left or right, we’ll be able to use that to help keep the ball centered. Sure, motion platforms can tilt you for this, but your brain also interprets a roll motion at the same time. We need G-forces to sense small changes in vertical acceleration to hold altitude more accurately. It’s a no-brainer thing IRL to hold altitude, but in any sim it’s always a challenge as you have to constantly look at your VV gauge. Easier when you are in close formation as you have a visual reference for vertical velocity. The M3 Corsair holds altitude well without touching the stick or throttle once you have the trim dialed in, but you still can’t leave it unattended for long and go grab coffee or a bio break. Make sure to keep an empty cup nearby if you need true realism Anyway, hope that helps in case you are considering FFB in your future… I say go for it
  15. I remember seeing another post about this message being used for dev purposes. I think the bug to report here is that the training still prompts us to look for that message, not that the message fails to appear.
  16. All planes are like this. Restricting the movement would become very nauseating once the movement in VR doesn’t match IRL. I like realism, so when I lean too far over by mistake, I simply come back a little. Never considered the side of it being used as a cheat in MP (I don’t really do any PVP) so I totally understand that now. Hopefully nothing changes, but if it does, I like the idea of a fade, kinda like a G blackout maybe? That would also help simulate your pilot blacking out from being afraid of heights
  17. Awesome, thanks for the feedback!
  18. I usually roll 1/2 to 3/4 of the runway length with the tail wheel down and elevator stick fully back in my lap before touching the wheel brakes. Your maintenance crew will thank you as well Towards the end of the roll, I hold maybe 25% brakes and that seems to work well. Let the ground friction do as much work as possible before going to the brakes. Taildraggers don’t do well with hard braking. Everyone has their own technique. Find what works best for you
  19. Sometimes when staring at the F10 map in flight, I return to the cockpit and find my aircraft in an unusual attitude, especially in warbirds even when I think I had them trimmed well. I think a small artificial horizon in the corner of the F10 map would go a long way, kind of like what a TGP has in the corner as well. Thanks!
      • 3
      • Like
  20. Nothing different on my end. Same procedure as before. You didn’t mention whether or not you prime the engine and open the throttle 1 inch before starting. Those steps need to be done. I also take fuel from the reserve, not sure if it matters for startup, but that’s what the procedure calls for takeoffs and landings. After priming 5 seconds, both mags on, battery on, fuel pump on, throttle 1 inch open, RPM max, mixture idle cutoff, and fuel tank set to reserve, my crank procedure is as follows: Hold starter until RPM gets around 500, wait a second, go straight to auto rich, wait another second, release starter. Works every time. Sometimes I gently pump the throttle forward just a bit immediately when releasing the starter and then set it to 750 RPM, just in case it wasn’t getting fuel.
  21. No different for me compared to others
  22. Flying with the Moza AB9, using direct input (not telemetry input) and the stick shakes with gentle pulls in gentle turns, nowhere close to stall or typical buffet. Needs a little tuning in the future when you see fit. Thanks!
  23. It’s not the hard landing. There is chatter in the forums for all the carrier aircraft causing a CTD when catching a wire with the hook on the various carriers. I’m hearing reports that calling in your inbound with ATC commands is a fix for now, but I haven’t tested it yet.
  24. I tried multiple times this morning to confirm the following behavior. In single player, carrier homing works and I hear the correct Morse identifier. However, after a respawn I can no longer hear the signal when tuning the radio the same way as before. I tried several different aircraft slots (I have several set as Client) and same thing would happen. I exited the mission completely, restarted it with a different aircraft than before, and the signal worked again. I switched slots to the aircraft that worked the first time, and no joy… no signal could be heard. I repeated several times, picking different aircraft slots and can verify the issue did not stick with the aircraft. I always heard the Morse on whichever aircraft was selected first after starting the mission, and did not hear the Morse on any other aircraft after switching slots. The issue is repeatable. To confirm, this was for the Essex carrier’s signal. Test procedure (after spawning in): Battery on C38 nav radio switch on C38 CW/Voice set to CW C38 preset channel 3 (that’s what my carrier was set to in the ME) On the manual tuning box, two modules aft of the C38 (I’m drawing a blank at the moment on its name), the CW/Voice switch was left in the default Voice position (CW position and not touching the knob would result in hearing “AGA”, Agana’s broadcast) And again for summary: Always heard my Carrier’s identifier after starting the mission fresh, regardless of which Corsair slot I took. Never heard any signal, regardless of chosen slot, after switching aircraft mid-mission. Haven’t had a chance to test in MP yet. Love everything so far. Great module! Keep up the great work Cheers, -GT-
  25. I think everyone has the same plane where the tail wheel doesn’t swivel 360, but if you have good rudder pedals and are gentle with the inputs, along with some axis curves and tuning to tame the brakes a bit, then it’s not too difficult to taxi around and do nice S-turns down the taxiway. Also, back-taxiing on the carrier to the stern, then spinning around for takeoff is totally do-able even with the tail wheel swivel limited. Just takes a little practice and very gentle taps on the brakes. I’m sure this will get tuned eventually, as we also all have the same early-access module.
×
×
  • Create New...