Jump to content

Tord Hoppe

Members
  • Posts

    53
  • Joined

  • Last visited

Everything posted by Tord Hoppe

  1. For me it has helped a lot to practise in this order after getting hover/slow taxi down. First level flight, constant airspeed at altitude. Next step was to maintain constant speed at altitude while controlling rate of ascent/descent. After that, keeping constant rate of ascent/descent while changing airspeed. All of this taught me control of the ship before introducing ground effect. After that, fly along the runway out of groundeffect with constant altitude and changing speed from 0 to 60 knots. Next, same thing in ground effect. And finally, putting the pieces together with constant => slowing rate of descent while slowing down aiming for initially steady hover out of ground effect, followed by steady hover in ground effect. Hover out of ground effect should be frowned upon, it puts you near/in a dangerous regime of the flight envelope, on the other hand only pixels are at risk. :) Requires some patience, but to me it was better to learn step by step as opposed to "jumping in at the deep end". :) Or follow a syllabus such as this example
  2. Nota bene, during the short field landing at around 8.30 the pilot is not using max wheel braking due to the wear on brakes. Obviously they want to be gentle with these "museum" pieces. :) The photographer have several other videos from the exhibition, amongst them of the SAAB J35 Draken.
  3. Flight demo of the Finnish Airforce F/A-18 during the Swedish Armed Forces Aviation day august 2018. Several other nice videos shot during the event by the same photographer, check out the channel!
  4. Have you assigned "pilot trim"? I initially bound "Force trim" to my stick which is wrong.
  5. Great piece of work! One small(?) request. Would it be possible to add the proper trim settings for carrier takeoffs depending on AC weight? I´ve no idea if this is best placed in the Startup section or Carrier takeoff, but I think it´ll help people getting those nice hands-off carrier launches. :)
  6. "9)What is the difference between a waypoint and a target waypoint?" Just guessing here, but I´d assume a target waypoint would be used for CCRP.
  7. Awesome, the foundation is in place. Let´s hope the idea is picked up by some of the very skilled people in the community. :) Thanks mate!
  8. Woud it be possible to place some other static objects in that fashion and make them non-crashable?
  9. Ah, I´ve not noticed that sub-forum! Sorry, if any mod want to move this thread over there I´d appreciate it.
  10. Hey, I´m guessing that this is not do-able, but I was wondering if those squares in the sky that for instance the nav training missions have are possible to anchor to a moving object, i.e. a carrier? If so, it would be neat to have those displaying at least the groove, or final section before landing. Maybe also the other "fixes" along the circuit, the 180, 90, 45 etc. Just a thought to help out with getting up the learning curve a bit faster. :)
  11. The altitude in which you intercept a glideslope is found on the approach plate (chart) for a given runway, called Final Approach Altitude. That altitude varies depending on airport elevation, surrounding terrain etc, but usually is around airport elevation + 2500 ft. The point where you will intercept the glideslope is called Final Approach Point (FAP). Sidenote, on non-precision approaches you´d talk about a Final Approach Fix, but that´s another subject. :) Not being an expert here, but I´d guess that the altitude warning would be set to different altitudes, for instance MSA (Minimum Safe Altitude) for an airport, or a minimum altitude as defined for a training (real?) mission.
  12. Hmm, shouldn´t the hands be off at least the stick during cat launch? :)
  13. I´m a former army captain, I´ve not had the role of JTAC, but from what I can tell the US regulations states differently. See last sentence. "(b) Danger Close. Ordnance delivery inside the 0.1 percent Pi distance will be considered “danger close.” The supported commander must accept responsibility for the risk to friendly forces when targets are inside the 0.1 percent Pi distance. Risk acceptance is confirmed when the supported commander passes their initials to the attacking CAS aircraft through the JTAC/FAC(A), signifying that they accept the risk inherent in ordnance delivery inside the 0.1 percent Pi distance. When ordnance is a factor in the safety of friendly troops, the aircraft weapon’s axis of attack should be parallel to the friendly force’s axis or orientation, to reduce the risk of munitions impacting long or short of the intended impact point onto friendly positions" Source: Joint publication 3-09.3 Close Air Support, 25 nov 2014 Usual caveats apply, the publication could be old and outdated, but from my, albeit groundlevel experience, firing over own troops would be a whole lot more dangerous than firing to the side of advancing friendlies. :) Also, if friendlies are far enough from hostiles that you can overfly them prior to firing, they aren´t in danger close distance from the weapons. :)
  14. FWIW, the only axis I have tweaked in the controller setup is the rudder which I have set to curvature 20. It takes rather large inputs to turn corners. During the takeoff roll I´ve noticed that the plane does a small yawing motion that I initially tended to overcorrect with rudder, classic PIO. Mostly the plane doesn´t need my input at all, depending on winds of course. When airspeed reaches +270 I pull back slightly on the stick, then keep it still and let the nose rise, as opposed to pull more and more which causes the nose to yank up too much. Hope that helps a bit.
  15. Hi, doing the training missions I´m having some issues. 1. When setting up the axis and buttons in the main config meny the game crashes, or rather turns completely black, when finally hitting the Accept (green button bottom right). Only way I could find to work around this was to start a mission, hit Esc and then Control. That did not cause any crash. I think I´ve read about something similar for other DLC´s. Not sure about the solution there, possibly erase the existing config-file and restart from scratch? 2. When flying tutorial missions the waypoints does not automatically step to the next one when overflying the current one.
  16. Really good explanation! Even though I´m very casual with the sim it´s fascinating to still learn new things and get a deeper understanding.
  17. A little tip for your X52 is to use some string and an imaginative way of tying it around the spring loaded plate so that you can lift it up and tie it off from the base of the joystick. This will leave the stick completely limp and leaning when left alone but the benefit is that you will have a much easier time of minute control inputs. I tend to rest my hand on the base of the stick and only hold the bottom of the joystick with my thumb and forefinger. Obviously this "grip" means that you can´t access any buttons on the stick, but you still have a load of them on the throttle.
  18. Hi, I just noticed that there is something wrong with the output from my X52 pro. Looking at the calibration window my pitch data is low down in the window when the stick is centered. If I pitch forward it will hit the bottom as the stick hits the limit. When I pull back the cursor slowly moves upwards until a few millimeters of stick travel is left, then it, the cursor, suddenly jumps to the limit. This does not occur with roll or rudder. Dirty pot?
  19. To complement the pictures on what actually happens with the aircraft. When doing a left turn, i.e. banking to the left you also press left rudder. What happens is that as the aircraft starts its turn to the left the outboard wing (right side in this example) makes a bigger circle compared to the inboard (left). This causes an increase in drag on the outboard wing compared to the inboard. That drag will pull the nose to the outside of the turn, to the right in a left hand turn and vice versa in a right hand turn. You use the rudder to counter that by yawing into the turn. Another use of rudders is to do a sideslip. This can be used to quickly loose altitude if you find yourself too high on for instance an approach. You push real hard on the rudder in one direction which causes the plane to yaw and also loose airspeed due to increase of drag. You counter the loss of airspeed by pitching down. At the same time you maintain your track by roll inputs. Pretty much the opposite of a coordinated turn, you fly as "uncoordinated" as possible while maintaining a straight track. It´s a lot to keep track of, airspeed being the most important, but once you "get it" it´s easy to perform. Not sure if that maneuver is done in jets with airbrakes though, still a good pilot should know all of his tools and when to apply them ;)
  20. I´ve got a similar device that has mode switch buttons. On one mode I have programmed the buttons to emulate the most used ones on the UFC, on another I simply have F1-F11(12?) for the radio comms. Nothing fancy.
  21. Don´t take this the wrong way, but wouldn´t it be simpler to have a calculator on your desk?
×
×
  • Create New...