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Bushmanni

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Everything posted by Bushmanni

  1. My server and box was checked. I can use NVG as a gunner when trying the same mission with same setting in single player.
  2. I have this problem also but only in multiplayer.
  3. Top rotor has much longer moment of arm and hence it's the dominant rotor for rolling motion. In forward flight it's leaning to the right which explains why the rolling moments are in balance even if the lower rotor is much more tilted to the left. But it's a good question why the top rotor would be leaning to the right. I have no clue at the moment. Because of its spin direction, transverse flow should make it tilt to the left. There would have to be downwash for some reason at the front portion of the disk or upwash at the rear portion.
  4. The NASA article is the same as posted earlier in this thread. Flapping takes care of the moment created by the force causing the rower rotor to tilt so you don't experience roll to the left. You still end up having the lower rotor disk tilted to the left which causes slight drift to the left unless you compensate with slight bank to the right. If you try to fly very carefully as straight as you can and wings level, you will notice that the Shark doesn't want to fly directly forwards at high speed but wants to drift to the left a bit.
  5. tld;dr At high speed there's less down wash at the rear section of the lower rotor or even upwash that causes the lower disk to rise at right side. The downwash of the upper disk gets skewed rearwards due to forward motion of the helicopter and the reduced downwash of the center of the upper disk gradually gets pulled more aft.
  6. Tried to report on this already but it got moved to a chit chat thread and buried there so repost. Different Viper manuals give wildly different empty weights for block 50 vipers. Especially notable is the HAF Viper that has extra features bolted on it worth of about 2000 lbs (CFT, internal ECM, electronics updates, Have Glass RCS reduction paint job) that are not present on Viper modeled in DCS. The empty weight in DCS is pretty close to that of HAF Viper but we don't have any of the bells and whistles of that plane. Having to carry around extra ~2000 lbs degrades turn performance significantly and while the DCS Viper conforms pretty well to the real life EM charts it can't do it with a decent fuel load. As per forum rules I can't provide any hard data but I suppose devs will manage to get some verification to this through their own channels.
  7. As the title says cms manual program 5 is executed twice when pressing panic button on the wall. This only occurs with short programs like 1x chaff as it will not trigger another release upon depress if there's a program already running. Currently you need to mod the cms programs for this bug to occur but for the future when users can adjust programs themself this should be fixed.
  8. Thanks for the image. The empty weight for performance calculations in USAF manual is way less than in your image. After some digging it seems the weight difference is due to conformal fuel tanks, internal ECM, updated electronics and Have Glass RCS reduction paint job. I don't think the DCS version has or is supposed to have any of that stuff so we are getting a weight penalty for nonexistent features. Actually the empty weight shown in mission editor is even higher than that.
  9. Is empty weight what it's supposed to be? Looking through some manuals I noticed that there are versions of block 50 Viper with wildly different empty weights. For example HAF F-16 empty weight is about 21000 lbs and USAF F-16 is about 18900 lbs. I have no idea how the HAF version is so much heavier but that's the empty weight we have in DCS.
  10. If you look carefully at the physics involved, you can see that below corner speed your turn radius is almost constant while doing a lift limit turn. So as long as you stay slower than corner speed and faster than minimum radius speed your radius is going to be pretty close to the minimum.
  11. This used to work in DCS by showing F10 map when you died and external views were disabled. Perhaps a bug? Anyways there should be an option to disable all external views in all circumstances.
  12. I have to cancel my participation due to being busy with work. (SF_Bushmanni - F/A-18C)
  13. Do you have to stick to the plane that you sign up with or are you allowed to switch in some situations, like between matches like in previous Top guns?
  14. Awesome event, had loads of fun. I just wathed the stream and counted 3 kills for me and one shared that was awarded to me according to chat messages if I read it correctly, while Frostie got 3 kills. There were also many other Ka-50 pilots who got at least 2 kills. I think it's fairly safe to say the scoreboard is out of whack and doesn't reflect reality at all.
  15. Calculating Pk before launch is totally useless even if you are able to do it accurately by considering all the possible variables including all possible maneuvers by the pilot. The problem lies in the fact that you can't determine what maneuver the pilot chooses as then you would need to have some kind of paranormal ability to see into the future. If you assume all possibilities equally likely your Pk will be hopelessly optimistic against good pilots and overtly pessimistic against clueless beginners.
  16. Do the transport choppers have any opportunities/reasons to transport something during the match? Couldn't find any mention in the rules. If you get one point from killing a ground unit but lose 15 points from losing a chopper, the match is going to be decided mostly by a2a kills. In this case flying transport choppers would be counterproductive as they are much likely to lose 15 points than to make the enemy do the same. I might have understood the rules incorrectly so is my interpretion correct?
  17. It seems to be pretty well fenced in. Double fences around the complex and and another set of double fences around each individual compound. Each of the big compounds seems to have a building that's partly under ground facing a hill slope suggesting they are entrances to dug in storage buildings or tunnel system. There's also some kind of complex with living quarters and manufacturing/production buildings south of the fenced in complex that has it's own high voltage power line leading to it. Maybe munitions factory and accompanied storage site?
  18. I had a blast today. Thanks to 59th for a good fight. You have improved greatly from previous time. :thumbup:
  19. When you get close to ground or other objects the plane starts to pull down instead of pushing up. I have demonstrated this by skimming the carrier deck with neutral controls and the plane makes a sharp pitch down over the deck. Tha same happens over the ground but with the difference that you crash into the ground (that's why I used carrier as the pitch down effect is easier to notice as you don't instantly die). ground suction.trk
  20. This one incredible maneuver will defeat any AI in DCS!! DCS AI's tend to have better than realistic sustained turn performance and power to weight ratio so employing 2-circle flow against them usually doesn't work that well. On the other hand like Blaze said, AI newer tries to turn as hard as the plane can so you can easily force him to overshoot in a scissors. If you don't bleed too much speed yourself you can still pull your nose up behind him (maybe need to accelerate for a few seconds before pulling up) and shoot him down. This trick works pretty much against any AI plane in DCS and often is the only trick that works. It also tends to be a suicide against players.
  21. Maximum roll rate is dependent on TAS and helix angle the ailerons (and other control surfaces) balance out at. Aileron movement causes the wingtip to be at different aoa in regards to local airflow and that aoa will generate rolling force. Roll rate causes shift in local aoa due to roll and the roll acceleration stops when the local aoa is zeroed. Essentially helix angle is function of aileron deflection. The faster you fly through air, the faster the wingtip will move as it follows along the helix. Inertia and air density only affect roll acceleration (along with EAS), ie. at high altitude or slow speed the plane seems to have more inertia as the aerodynamic force is less. Non-hydraulically boosted planes have a roll rate maximum somewhere below max speed as the control force grows too great for the pilot to move the ailerons and achieve a helix angle that would maintain the roll rate. Hydraulically assisted planes also tend to have limitations due to control forces. Modern fighters have roll rate limiters that limit the maximum roll rate to keep it at controllable levels and also prevent excess aerodynamic force on the ailerons. At high altitude you can have very high speed with relatively low aerodynamic forces acting on aileron so you can have a relatively steep helix angle in conjunction with high speed and hence stupendous roll rates if it's not limited somehow.
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