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Everything posted by Tucano_uy
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Public inquiry. What is your PC video card?
Tucano_uy replied to Chizh's topic in DCS World 1.x (read only)
gtx 660. 96,5% supporting DirextX11.... way to go.... -
Is it ready yet? is it ready yet? is it ready yet????? :joystick::joystick::joystick::bounce::bounce:
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The prop used to look different from the side depending on the RPM. There was even a pre-release video showing that. Last time I checked, the difference was not noticeable.
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I'm glad I could help. Enjoy.
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I saw your track and everything seems to be in order but indeed it seems that the plane loses steam at some point. From your track: It may be that you let the speed to decrease quite a lot, then the angle of attack increases, the drag increases and from there, all the way to the stall. I took control of your track at about 10k feet and tried to keep the speed around 210 mph with slightly better results, focusing in maintaining the IAS rather than any rate of climb. EDIT: I THINK I GOT IT!!! You left the mixture control on EMERGENCY:FULL RICH. It should be on the intermediate RUN position. The engine is lacking oxygen!
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At the bottom of the page, click on "Go Advanced", there you need to click on the clip symbol to attach a file. There is a size limit for the files. EDIT: I got your track now.
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Well, I don't have any problem to maintain level flight at 37000 feet and 180-ish MPH with the default 68% fuel load. The behavior that you describe only happens to me above that altitude, around 11300 meters.
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Bear, any chance are you flying with filtered air instead of ram air selected? I don't believe the decrease should be that critical but lacking better explanations... Other thing, (and don't hate me, but when troubleshooting one shouldn't discard any possibility no matter how silly it may sound), when you say you climb to 13000 feet, are you actually reading from the altimeter, or any of the external views? Is it possible that you have metric units selected in options and your altitude is actually 13000 metres?
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If you weren't an experienced pilot, I would say "check your gear and flaps are up" and "check the ball and stick are centered". Best thing would be to share a track.
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Will the Sabre be a complicated Jet to learn?
Tucano_uy replied to Dudester22's topic in DCS: F-86F Sabre
We're going to love this one!! -
Will the Sabre be a complicated Jet to learn?
Tucano_uy replied to Dudester22's topic in DCS: F-86F Sabre
Does it have an audible stall warning or the only indication is buffeting? Gracias -
Thanks TooTall for the link to the thread. It seems that there's one common kneepad folder for all aircraft. I think I'll leave a shortcut on the desktop and add/delete the lists depending on the flight. Sometimes I wonder, if it is a 3 minutes solution why is not done by default...
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Will have to explore your option Xentxo. Any file type in particular? Thks
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nothing else to add to the title...
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Fast mission creator. Separate Hard and Soft vehicles
Tucano_uy replied to Tucano_uy's topic in DCS Wishlist
Yeah, I know... but we have what we have, and we try to make it work, fun being the ultimate goal. What you suggest is exactly what I do, but it sort of spoils the search and "mystery" of the mission. When I post something in this section of the forums, most of the time it's just a wild idea that I know it will most probably never be implemented. I just feel good by putting it in writing hahaha. I just find a few days ago, that the quick mission generator actually makes fun missions if you only have 30-45 minutes to fly. Edit: Besides, too much editing of the mission sort of defeats the objective of having a quick mission generator, doesn't it? -
As it says on the title. We have the following unit categories: Attack planes, fighter planes, helicopters, AAA, SAM and Vehicles. I am flying with the Mustang, and I want to engage ground forces, but most of the units in the Vehicles category are main battle tanks and artillery, too tough for my pony. Wouldn't it be great if we had soft and hard vehicles separate categories? I'd like to search and engage, transports, fuel trucks, command posts and that sort of stuff. If we go further, the same could be said for the helicopters, more often than not I get a Vikhr shot from nowhere.
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it would make sense if they couldn't see and shoot at us...
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I like it. However, i'd like to see a few things corrected/implemented: 1) radar azimuth display to remain independent of vehicle orientation. 2) radar tracks to fade out slowly (as in the F-15 radar) so you can have a more reslistic representation and better sense of target movement/velocity. 3) range rings to be adjusted with scale selection. 4) track selection from radar display. 4) approximate altitude and speed of targets displayed when selected on radar I understand that this is the first implementation, just adding to my wish list.
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Just a quick copy/paste from a google search: "After struggling to acquire the skill of gunnery deflection, Caldwell developed a training technique, known as "shadow shooting", in which he fired at the shadow of his own aircraft on the desert surface.[1] This was later widely adopted by the Desert Air Force." http://en.wikipedia.org/wiki/Clive_Caldwell Sorry I couldn't find better references.
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I haven't personally done it, but you can set friendly AI aircrafts flying low, and attack their shadows on the ground, or maybe even better over the sea. This way you'll be able to see where your shots land, short or long. I understand that it was a real life training technique in WWII, sometimes even shooting the own shadow.
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Hi Tracer, About your first question... nothing to do about it. Try to determine the wind direction by observing the smoke from the factory chimneys. 2nd, if you refer to the device on the P51 that alerts you when there's another airplane at your six (don't have the manual handy and I can't recall it's name), be aware that it will ring if you're below 5000 feet approximately because it detects the terrain. Only turn it on when you are above that altitude.
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ER's fired at me without but i had no clue
Tucano_uy replied to Maximus_Lazarus's topic in DCS: Flaming Cliffs
We probably won't know, but wouldn't be plausible that IRL the trajectory of the missile is taken into account to find out if it is relevant before giving a launch warning? It becomes completely useless in a busy battlefield. I haven't checked in a long time but it even gives warnings from a vehicle engaging another vehicle with TOWs. -
The Huey is ridiculously tough in DCS, I guess it is for playability, to allow human UH pilots to survive a bit more in combat. The pilot and copilot are completely exposed to fire from the front and sides, however, even if the cockpit canopy is completely full of bullet holes, you can still fly as if nothing happens.
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- Door gunners/copilot making callouts for spotted targets, missile launches etc. I believe that at the moment only the pilot makes this calls, as I only heard them when sitting at the door with the minigun. - Let the copilot dispense flares if he sees a missile launch. (Kind of "respond to fire" ROE for flares). - Change of crew ROE through the intercom system, less practical but more realistic. - Add the ability to drop a smoke marker that is affected by wind, to gauge the wind direction/speed when landing off and airfield.
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Is it possible to put the smoke on the centerline? maybe on a virtual hardpoint, to make it look like this: