Jump to content

GTFreeFlyer

Members
  • Posts

    693
  • Joined

  • Last visited

Everything posted by GTFreeFlyer

  1. 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
  2. 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…
  3. Love it, Hoss!
  4. 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!
  5. 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!
  6. As title says... so that we can see the trim wheels. Just a wish. Thanks!
  7. 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-
  8. 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
  9. 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
  10. Here is a post from M3 today for those who haven’t seen it:
  11. 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.
  12. 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.
  13. 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
  14. 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.
  15. 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.
  16. 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-
  17. 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?
  18. 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.
  19. 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
  20. 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
  21. There’s already a thread on this one here:
  22. 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.
  23. 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.
  24. 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?”
  25. Yup, it’s been happening to me as well.
×
×
  • Create New...