

KTFBGB
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Everything posted by KTFBGB
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Well actually it does. I don’t really agree with him on this problem. But, civil or aerospace engineer, the basic fundamentals are the same, the math is the same. Allowable tolerances and specific properties of different materials and desired performance is different.
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Those sketches show exactly what I was talking about. Wing stays ridged well past the point of embedment.
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Just like with the post about wanting to see 3 degrees more aileron travel during a flaps down wipeout, I fail to see how this affects the playability of the aircraft. The pictures look exactly the same as real life. I just can’t understand how this ruins the flyability for you. Do you fly around in the F2 view most of the time or something for it to hurt your feelings this bad? Now I’m not an aircraft engineer, but I build buildings for a living. Anytime you have a cantilever the design is engineered to be ridged past the point of embedment usually with a safety factor of at least double the engineered load that is expected. Past whatever point the engineer deems appropriate, then flex is allowed. This is to insure a rigid connection past the point of embedment so that you don’t develop stress fracturing at the point of embedment. I would assume this would be the same for aircraft. No the aircraft wing embedment point would not be infinitely rigid, but it would have a safety factor above and beyond the allowed G forces placed on the wing. If this was not the case, you would probably stress fracture the embedment point the first flight. There is a point at which it would flex however with the engineered safety factor and allowable engineered flex, the wing tips would probably bust off before you saw this happen.
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fixed [REPORTED-MINOR] Aileron travel with flap sdown
KTFBGB replied to bkthunder's topic in Bugs and Problems
Finally :thumbup: -
fixed [REPORTED-MINOR] Aileron travel with flap sdown
KTFBGB replied to bkthunder's topic in Bugs and Problems
Although interesting, I’m failing to see the importance of the issue. Is it that it looks funny from outside? I don’t fly from an external view so that wouldn’t bother me. Is the argument that the aircraft underperforms in flight? Now that could be a gripe if so. But if it’s because you want to see another three degrees of movement during a pre flight wipe out in the F2 view, I beg the developers, please don’t waste valuable resources on this. Much more important things to work on. -
[MISSING TRACK FILE] JDAM "IN RNG'' falling short.
KTFBGB replied to Jeepyb's topic in Bugs and Problems
As far as I know JSOW are not wind corrected yet. I can’t remember if the JDAM is yet. I want to say no but don’t hold me to that. I can’t remember for sure -
[MISSING TRACK FILE] JDAM "IN RNG'' falling short.
KTFBGB replied to Jeepyb's topic in Bugs and Problems
Are you using precise coordinates from the ME or F10 map? Is the HSI set to precision After startup? If these are your missions make sure that the units speed is set to 0. Sometimes they move a few feet before holding it not. -
Raven One: upcoming DLC campaign for F/A-18 Hornet
KTFBGB replied to baltic_dragon's topic in Missions and Campaigns
His dad was an admiral if I remember correctly. Coat tails. -
You didn’t say in the post. Are you making sure that the display distance of the radar is correct? When you select the aim 120 it defaults back to 20nm.
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[REPORTED] Inconsistent accuracy between GP bomb types
KTFBGB replied to vctpil's topic in Bugs and Problems
It has to do with placement of the designator which moves as it recalculated as you get closer to the target. You have to sweeten the sensor as you run in. -
You must be using a mod that is breaking the radar. I don’t have this problem. The only time I loose lock is when the target notches me. I can easily pick it back up. Also when they are using a hammer it messes with the radar. But once you burn through it’s back to normal. When I get bra calls it shows properly on my SA page and I can find them where they should be with the radar.
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[REPORTED] Inconsistent accuracy between GP bomb types
KTFBGB replied to vctpil's topic in Bugs and Problems
Just tested it. You have to constantly check during your run in that the target designator on the hud is over the target. As you get closer the diamond moves because either it is calculating more and more precise as you get closer or because it’s just not perfect when you are far out. As you get closer the deviation is observable. If you release and miss don’t touch the tdc slew. When you roll back in you will see that the tdc is perfectly centered in the missed impact crater. Sweeten the tdc and you will hit the target. -
[REPORTED] Inconsistent accuracy between GP bomb types
KTFBGB replied to vctpil's topic in Bugs and Problems
Certainly not my experience. But maybe since the update on Wednesday? I’ll test it here in a bit. -
No this thread is about you complaining that some mods get broken and you think the folks that spent all that time making a mod for free have the DUTY to update them. You say they have the DUTY to update them so that you don’t have to “spend hours” fixing missions you made. You want them to spend hours fixing their mods so that you don’t have to spend hours fixing your missions. Stop trying to save face. You got called on your entitled attitude, stop digging. To the modders in this group, thank you. I have no idea how to make mods. I enjoy all your hard work. If you don’t update them that’s ok. I’ll gladly use the next ones you develop instead. Many thanks for all the awesome works of art.
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[REPORTED] Inconsistent accuracy between GP bomb types
KTFBGB replied to vctpil's topic in Bugs and Problems
That’s what we are saying. No, not bugged. Modeled correctly. Inaccurate when used outside of practical parameters. When using the MK 82 at lower elevations they are accurate for me in CCIP and Auto modes. -
[REPORTED] Inconsistent accuracy between GP bomb types
KTFBGB replied to vctpil's topic in Bugs and Problems
The simple fact is that dropping unguided ordinance from that height is just not reasonable. You are using the wrong tool for the job. If you need to be at that elevation or higher to avoid surface threats then if you want to hit a target you need to use guided munitions. We have GBU’s, JDAMS, JSOW’s, and Mavericks for a reason. They are stand-off weapons. Dumb bombs are not standoff weapons. -
Works fine for me. You just have to know how to use it.
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We are talking about the mission briefings not radio traffic text. The briefing is the part you read with pictures before you click fly. And once in mission you can pause and click on briefing and read again as many times as you wish.
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There is an encyclopedia of all vehicles and weapons systems in the game. You can look up what it looks like (study sim after all). You said that it gave you an exact time the target would be passing waypoint 8. So I would be at waypoint 8 at that exact time to pick out the vehicle you are supposed to eliminate. It sounds pretty straight forward to me.
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Agree on auto trim. Also once the wind correction is modeled and the attack angle is implemented, it will pack way more punch. You will be able to go to 35K feet at over Mach 1 and have it come down at 90 degree attack angle. That will cause the pattern to be much tighter and more concentrated. I like the Jsow. For now I mainly use the C. Variant.
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Good job. They are awesome weapons. Just wait until they have the sub munitions wind corrected. They will be even more devastating.
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Good point. I guess I didn’t realize they used different speed measurements. Good to know!
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Sounds like He’s not really into sims anyway. He just listed a bunch of arcade style flying games.
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No the KA-50 is much more maneuverable and has a top speed about 150 knots faster than the Huey. It goes about as fast as the Warthog in level flight. So, yes the Huey is more chill, no you can’t throw it around like you can the KA-50. If you are having mast slapping you are over G’ing the bird. It has nothing to do with your stick. It’s not random lol.