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Bushmanni

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Everything posted by Bushmanni

  1. Great event! Thanks for organizers and everybody who was flying.
  2. It's a bug in the game and devs know about it. Hopefully it's fixed soon.
  3. I should add that the narrowing beam at extreme elevations has most relevance on horizontal coverage which gets very narrow even if properly modeled. With this bug it's even more narrow.
  4. When the elevation setting is centered to zero degrees, scan cone is 10 degrees high. I have calculated that the max elevation gives a +-35 degree limit to the cone edge. At max elevation the scan cone is only little over 7 degrees while it should be still 10 degrees. At 15nm this makes 7000 feet difference in covered altitude (16k feet vs 23k feet).
  5. Radar cone also always covers 16k feet in vertical at 15nm distance regardless of elevation, ie. it gets more narrow at upper and lower elevations.
  6. I'm interested but my time zone (GMT+2+DLS) is probably too different to CONUS players.
  7. I made a mission with invulnerable planes to practice gunnery and a script that tells when you hit someone. The problem is that only shots by the host trigger the S_EVENT_HIT event. Hit event is registered in the debrief.log also for clients but not in SSE environment. I have attached the mission. messages = {}; refreshrate = 1; --in seconds function addMessage(msg, duration) table.insert(messages, msg); mist.scheduleFunction(RemoveMessage, {msg }, timer.getTime() + duration); end; function RemoveMessage(msg2) for i, tablemsg in ipairs(messages) do if tablemsg == msg2 then table.remove(messages, i); break; end; end; end; function ShowMessages() local messages = mist.utils.deepCopy(messages) local output = ""; for i, val in ipairs(messages) do if i == 1 then output = val; else output = output .. "\n" .. val; end; end; if output ~= "" then trigger.action.outText(output, refreshrate); end; mist.scheduleFunction(ShowMessages, {}, timer.getTime() + refreshrate); end; ShowMessages(); customEventHandler = {}; function customEventHandler:onEvent(event) if (world.event.S_EVENT_HIT == event.id) then local target = "unknown"; if event.target:getCategory() == Object.Category.UNIT then if event.target:getPlayerName() then target = event.target:getPlayerName(); elseif event.target:getName() then target = event.target:getName(); end; end; addMessage(target .. " was hit", 5); else addMessage("event id = " .. event.id, 20); end; end; world.addEventHandler(customEventHandler); PvP snap shot drill BFM training 4x pairs.miz
  8. 2. Zoom. There's no hardware available currently (or in foreseeable future) that would solve this problem. Big screen does make thing appear closer to lifesize (and makes spotting easier) but you still won't see their attitude until zoomed in.
  9. www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA159471 The linked document presents two mechanisms for Whop-Whop noises. One is high-speed impulsive noise that is created with trans-sonic bladetip speeds when the flow (not rotor blade) goes partially supersonic and creates a shockwave. This happens only at high forward flying speed. The other mechanism is blade-vortex interaction impulse noise which is caused by a blade hitting the wingtip vortex of the other blade. edit: Cool pictures of BVI noise: http://www.businessinsider.com/scientists-why-helicopters-are-so-loud-2014-2?IR=T
  10. Having lift vector plane (defined by velocity vector and lift vector), 3/9-line plane (plane perpendicular to nose-vector) and wing plane (plane perpendicular to lift vector) visualized in HUD view would be useful. I think it would be best visualized by a lines drawn as circles around the view point, so that from the inside it looks like a continuous line. The lines would not be drawn over or under the HUD to not clutter it though. I have attached a picture to explain better what I mean. The plane in the center is just a representation of the viewpoint.
  11. What zaelu is worried is that Tacview can't be used for one of it's most important functions which is review what actually happened in a MP fight on 104th server or the likes because you can't get the password afterwards for some reason. What's important is that realtime viewing is prevented and people get the recording reliably after they have finished the flight with as little effort as possible. I'm not sure if it's technically possible but the data could be encrypted while recording to prevent real time viewing. Decryption program or feature wouldn't work while the file is being written into but decrypting would be possible without passwords from the host.
  12. If vector A is from observer to target and vector B is "nose axis" of the target, targets aspect is the angle difference between vectors A and B if I'm not mistaken. This should result in the correct aspect angle also in 3d. Roll has no effect on aspect.
  13. It's interesting but mostly it just proves the point that SA is very important. I don't think it has much that would make you better fighter pilot unless you really don't believe that SA matters. It's mostly about history (maybe about half is about WW1) and has some fascinating stories in it. In the end of the book it has some presumably Korean war era tactics articles which are useful but you can find better stuff in the internet.
  14. That mission has (or at least used to have originally, I haven't checked the current version) some enemy infantry on a roof top and some years ago a bug was introduced that causes the infantry to teleport inside the building if they try to move (which they do when you start shooting at them). You can still kill them by shooting rockets at the building but it's very hard to know where to shoot. If this is the problem then only solution is to edit the mission and move the problematic guys down to ground or kill the ones on the rooftop first with a missile or something that gets them all with one blast.
  15. a) Lower rotor affects the upper rotor presumably by sucking air downwards. How exactly the lower rotor affects the upper rotor is beyond me but NASA paper does say that it happens but lesser degree than the upper affecting the lower. b) Retreating side of the rotor disk has the same strength of down wash as the advancing side or the chopper would start to pitch up or down. This balancing act is done by the chopper pilot by pushing the cyclic forward (blade pitch increases at the retreating side and reduces at the advancing side) as speed increases. c) Precession occurs because the blade has tangential speed. When you apply a force to a moving abject, it doesn't start to move directly to the direction of the force but its trajectory shifts some degree to the direction of the force. In a spinning motion this causes the highest deviation from the neutral plane to occur somewhere after where the force was applied. If the rotor would be a rigid body it would be exactly 90 degrees. In a non rigid body like helicopter rotor the exact amount of degrees when the highest point occurs depends on multiple factors like mass of the blade, spin speed of the rotor, how the blade pitch changes with its rotation angle, etc. Basically "centrifugal" force tries to center the blade in the neutral plane like gravity in a pendulum while aerodynamic force resulting from blade pitch tries to move the blade away from the neutral plane.
  16. Basic thing is that force applied to the rotor causes movement about 90 degrees after the point where the force was applied. For example pulling cyclic back causes blade pitch to increase on the right side of the lower rotor and left side of the upper rotor ie. 90 degrees before front sector where the upwards tilt is desired. You can check this yourself in DCS BS. So whatever force is causing the lower rotor to tilt up the right side at high speed is applied at the aft portion of the disk. Upper rotor blows down on the lower rotor which needs to increase it's blade pitch in order to compensate for it. This flow is skewed by the apparent wind resulting from forward speed just like a column of smoke is skewed by a wind. Highest lift and highest downwards flow is at the tip of the blades as they move fastest. The closer the slow center flow gets to the outer rear edge of the lower rotor disk, the more lift is generated there because of less downwards flow from the upper rotor. This lift causes lower rotor disk to tilt up about 90 degrees after the point where the lifting force is applied (because of precession). As the lower rotor spins counter-clockwise this tilt up happens at the right side of the lower rotor disk.
  17. Asymmetry of lift causes the chopper to pitch up when speed increases which you counter by pushing cyclic forward. Rotor collision is caused by lack of downwards airflow at the rear of the lower rotor. Center of the rotor doesn't push air down as there's no blades and the inner portion of the blades move slowly. This slow speed flow area get's dragged aft when chopper increases it's speed increasing the lift at the rear sector of the rotor disk much more than elsewhere. This extra lift at the rear causes the right side of the lower rotordisk to raise when speed increases (remember the precession effect).
  18. Pedals are pretty much required for effective Ka-50 employment. You don't need awfully lot of buttons on HOTAS but it makes you much more effective if you do have them.
  19. Yeah, that kill is a bit mystery to me but DCS awarded the kill to me by 20mmHE so apparently I did some damage to him. Granted he would have most likely recovered if Yuval wasn't attacking him also so I can't take the credit alone. Greg vs. Bushmanni ended at 3-4 to my advantage.
  20. In my Sense Of Speed video with A-10C someone put up a comment like "It would take 100 crashes for me to do the same" or something like that but that's about what it took for me to do that video. I think I managed this Ka-50 version with quite a bit less crashing because of lots of practice with A-10 under my belt but bottom line is you got to put in the hours to do something out of the ordinary. Low altitude flying at high speed requires good sense of where the aircraft is going (TVV helps with this a lot but doesn't make the skill redundant), ability to intuitively anticipate the aircrafts reactions to control inputs and smooth flying technique. Sensing the flight path and smooth control technique are universal skills that transfer between plane types and help with every type of flying.
  21. Here's a simple script to do what I described. function showObjectiveStates() local str = "" -- first objective, controlled by flag 1 str = str .. "Kill Truck: " local val1 = trigger.misc.getUserFlag("1") --str = str .. " " .. val1 .. " " --debug line if val1 == 1 then str = str .. "Completed\n" elseif val1 > 1 then str = str .. "Failed\n" else str = str .. "In Progress\n" end -- second objective, controlled by flag 2 str = str .. "Kill Hummer: " local val2 = trigger.misc.getUserFlag("2") --str = str .. " " .. val2 .. " " --debug line if val2 == 1 then str = str .. "Completed\n" elseif val2 > 1 then str = str .. "Failed\n" else str = str .. "In Progress\n" end trigger.action.outText(str, 30) endLook at the example mission to see how it's used. I put he code in a lua file in the example. To use in your own mission you need to edit relevant text fields and copy-paste more objective state pollers if necessary. If you need a coalition specific objectives and don't know how to edit this for that let me know and I make a version for that too. test showObjectiveStates.miz ShowObjectiveStates.lua
  22. Thanks for all the participants and especially organizers for this great campaign. While there were some technical hiccups few times that mostly got sorted out eventually they were easily outmatched by all the positive stuff. The immersion, suspense and sheer amount of adrenalin was something I haven't yet experienced in a game. Competent and challenging human adversary and persistent damage (from mission to mission) forced you to pay attention to what you are doing and bring your A-game to every mission. Rarely has getting shot down felt as frustrating and shooting down an enemy as sweet and rewarding. Thanks to the competent Red side pilots I had the opportunity to learn lot's of new tactics and get invaluable experience. It was also great opportunity to learn team work and tactics with my squadron (temporary) buddies and other blue side pilots. I felt for the first time flying missions in a way I think real fighter pilots do. Airquake kill hunting was useless but now you were thinking about intercept geometry, scramble times, time on station, cruise efficiency, team work and tactics, strike planning, Brevity and GCI procedures, etc. It was a whole new world. Especially human GCI transformed the experience to something completely different from your usual DCS MP experience. As a CAP fighter you had to plan to find and intercept sneaky enemy attack planes and choppers before they managed to get to their objectives. In general you could count on the enemy to give you the worst possible scenario to deal with. I highly recommend this kind of campaigns to anyone who's interested to experience more realistic air combat, large scale team work and intense suspense, joy and frustration.
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