

Bushmanni
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Everything posted by Bushmanni
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I'm a bit busy with my studies now so I haven't had time for DCS much. I think I will host this mission sometime in the future again but I'm not yet sure when I have time. I'll try to announce it few days ahead and also arrange ground commanders for both sides.
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Thanks for the suggestion. Inner pylons can hold only single GBU-12s, so you could have only 2 of them with that change which could be bad trade. I'm don't have yet enough experience with the mission to have a solid grasp of optimal loadout.
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I tested this just now. I turned the AP channels off and gently lifted to a hover and trimmed the chopper. After that I let go of the controls and observed what would happen. As the weather was dead calm there was only a slight oscillation in pitch axis (+-2 degrees, 0.1Hz). I then turned on the channels and FD (while not touching the stick) and the oscillation kept going. I then tried some rapid 10 degree pitch ups and downs and observe what would happen. With channels off the chopper would keep going the direction it was moving before centering the stick and after reaching a high point would swing back like a pendulum. With channels and FD on the chopper would gently but quite quickly stop moving after centering the stick and then very slowly start to drift towards the level attitude. The same behavior was happening on both pitch and roll axis. When channels were off rolling would cause also yawing and make the chopper start turn slowly but with channels and FD on the nose would pretty much keep its heading while making short and fast roll maneuvers but it would still drift very slowly when chopper was kept tilted. Having AP channels on or off didn't have any noticeable effect on roll or pitch rate or how quickly the chopper would respond to control inputs. The only effect was that when you suddenly stopped the maneuver the chopper wouldn't start oscillating like a pendulum but it would stop (or greatly reduce the angular speed) itself instead.
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Multiplayer and singleplayer work slightly differently for some features. I'm not aware of any comprehensive documentation of what features work differently in MP and how. You just need to test your missions in MP to see if it works as intended.
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I fixed some bugs and the new version is now available for download.
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Beta 6 is out and can be downloaded from the first post. There's not much changes but some bugs were fixed. I'm not expecting this version to have much bugs or any major bugs in it anymore but it's still not extensively tested. I'm hosting the mission today from 20 onwards GMT+2 time.
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Loss of tail-rotor effectiveness
Bushmanni replied to Migow's topic in DCS: Mi-8MTV2 Magnificent Eight
Finnish Mi-8's had the tail rotor on the right side so yes, they were the older version. -
Loss of tail-rotor effectiveness
Bushmanni replied to Migow's topic in DCS: Mi-8MTV2 Magnificent Eight
Finnish Mi-8 pilot wrote in his autobiography that it's quite prone to LTE and you need to be extra mindful of the wind direction because of it. -
ka-50 maneuver not possible in game ?
Bushmanni replied to hypersonik's topic in DCS: Ka-50 Black Shark
There's a HUD tape of real Ka-50 doing a 90 degree flat turn at 200km/h. After recovering from the shock that it's possible in real life I tried it in DCS and to my surprise managed to reproduce it. What is seen on the op.'s video should be easy as the speed doesn't seem to be that fast. -
I think my next goals are to finish the BFCK to a publishable condition and then make a very large scale DCS BF mission with lots of zones spread on a large area for a slower paced gameplay. Support for Mi-8 in the script is given. My goal is to provide human vs. human missions that can be replayed, don't need lots of preparation to get into (which takes time and commitment and limits chances of joining in) and that people with varied skill levels can enjoy. I also want to provide a framework for people to create more of this kind of missions with reasonable time and skill requirements. I'm thinking of adding optional gameplay features other than what is included in Battlefield concept and I'd like to hear what kind of problems or expansion possibilities people think the basic concept has. Thanks to everyone for your support.
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Armament controls on joystick
Bushmanni replied to alexej21's topic in DCS: Mi-8MTV2 Magnificent Eight
Click "clear this category" or something like that which clears all the assignments for the selected controller and the assignments should be enabled. I had that same issue and this was what fixed it. -
This is at least something that should be experimented with. The magnetic cursor is super annoying if you need to press one small button amongst many others like in case of CDU as it's hard to move the cursor quickly from button to button. Using TIR pause is not ideal either as you need to press a key in keyboard which is simply hassle. Maybe it would be better when the cursor goes out of the screen that it disappears altogether and when you move mouse again it appears at the center of the screen.
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You can rearm and refuel engines running but for repair you need to shut down the engines but APU can be running and powering the electronics.
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About those wingtip vortices & engine smoke ...
Bushmanni replied to Echo38's topic in DCS World 1.x (read only)
I think at high alpha and low enough speed the turbulent vortexes from aircraft body and inner portion of the wings make the wing-tip vortex wavy. At high speed or if the vortex appears at lower alpha there's less turbulence and they stay straight. -
What kind of maneuvers should I learn?
Bushmanni replied to guitarxe's topic in DCS: Ka-50 Black Shark
The delay to regain control after trimming is deadly at that altitude and speed like is unwanted autopilot inputs. I trimmed for the nose down acceleration before take-off and turned FD on, then at 270km/h and next time before quick stop maneuver, then for hover and last time on the ground. My trimmer sound might be bugged or just inaudible because I have turned down cockpit noises, I don't really know. Good that you mentioned trimmer as I forgot one important thing about quick stop maneuver. You should trim your stick about neutral in pitch axis before quick stop or you get trouble controlling the bird when your speed is below 100km/h and you can't turn tight enough in the turn. Trying to trim during the turn could be fatal. With FFB all this is unnecessary as you don't lose control authority with trimming like with regular joysticks. -
What kind of maneuvers should I learn?
Bushmanni replied to guitarxe's topic in DCS: Ka-50 Black Shark
I built the flight plan in ME. I take-off from Krymsk, fly around and through the city and land back to where I started. -
What kind of maneuvers should I learn?
Bushmanni replied to guitarxe's topic in DCS: Ka-50 Black Shark
The maneuvers you need in combat are basic turns, quick stop maneuver, establishing hover (also using only instruments like at night or 1km altitude), NOE flying (< 10m AGL), aiming weapons by flying (rockets and gunpods especially) and vertical and lateral pop-ups. When you pop-up and someone shoots at you its very easy to get into VRS while lowering the collective in panic. What you need to do is push nose down while lowering the collective and dive down and then not crashing into the cover while stopping yourself. Quick stop is basically a 180 degree hard turn that kills your speed. Quick stop is easy if you don't have to worry about altitude but if you need to do it while staying under 15m then it gets more interesting. Example of the quick stop: If you have speed more than 250km/h you'll either have to climb while turning or start the turn slowly to avoid climbing. In the video I keep my collective at the bottom for a few seconds and nose slightly raised to get my speed low enough for a low altitude quick stop maneuver. When your speed is about 100km/h you need to stop the tight turn and reduce your roll under 30 degrees and increase pitch to about 30 degrees up and reduce rest of the speed using traditional flare maneuver or you get into VRS. In the video my aim is to land next to the tower so I don't stop completely as quick as possible but until to the 100km/h limit it's a proper example of the maneuver. -
A-10C will flame out at high speed dive if throttles are at idle as will the real plane also.
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how not to get shot down / intermediate steps
Bushmanni replied to Geezuz's topic in DCS: Ka-50 Black Shark
When you venture into unknown territory you just stay close to cover or move from cover to cover and watch around you for incoming missiles or tracers when advancing. If someone takes a shot at you just get into cover. Before moving you should scan the whole front sector to make sure there ain't at least any already visible threats. The other way is to fly so high that you can see over LOS obstructions and then either kill or stay out of range of enemies. This of course assumes you can reliable find all the threats before getting in their range. Basically it all comes down to seeing the enemy before getting into trouble. You can consider all terrain as cover that masks you from terrain (or airspace) that hasn't been verified as threat free. -
I'm planning on adding a list of settings variables that alter and turn on/off features of the script and that is one of the options I know I'm making optional. User can simply go into ME triggers and change false to true for the respective option. I'd be happy to join you if you are playing at some suitable time. Just give me a time and I'll see if I can make it. My timezone is GMT+2.
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I made a version with only Hueys transporting infantry to capture zones. http://forums.eagle.ru/showpost.php?p=1848668&postcount=20
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While tinkering and testing my DCS Battlefield mission I figured that inserting and rescuing troops with Huey is pretty fun in itself and I made a version for the Huey. Mission scoring is similar to Battlefield series games ie. each side has initial score and captured zones slowly reduce it until one side runs out of score and loses. Killing enemy units also reduces their score, infantry little and Hueys a lot. Each side has 8x slick Hueys and 4x Gunship Hueys and 24x infantry teams (4x soldiers) to capture 8x zones. Slick Hueys can carry 2 teams while Gunships can't carry any. If you somehow manage to change your payload (I don't think re-arm works yet), having one pair of rockets or miniguns allows you to carry one team. Transport scrip is pretty advanced so that you can load any infantry team by landing next to it and using the pick-up trigger. You can then individually unload mounted groups where ever you want (landing on a building doesn't count as landing unfortunately) and pick them up again later if you want. If your Huey gets damaged and you crashland and survive, ejecting spawns 4x soldiers as Huey crew that can be picked up by another Huey to be transported back to base to gain back some lost scores. The mission can be downloaded from the link: http://forums.eagle.ru/showpost.php?p=1848668&postcount=20
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Name: DCS BF Airborne Author: Bushmanni Mission type: MP PvP Controllable: UH-1H / CA (for commanding infantry) Quick Summary: Transport infantry teams to objective areas to capture them and prevent enemy doing the same. Each coalition starts with initial score and captured zones reduce enemy score. When you lose all your scores you lose. Link/Download: Check the end of the post. Full brief/Discussion thread: http://forums.eagle.ru/showthread.php?t=112078 Author/Misc info: Bushmanni DCS Battlefield Airborne.miz
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I should add that previous arcade chopper experience won't teach you to anticipate your choppers behavior and hence your flying will be wobbly and prone to VRS and such. But learning these doesn't take weeks or months like the control coordination and sensing your own movement will.
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The biggest hurdle for n00bs is learning the hand-eye-foot coordination to steer the chopper and to intuitively judge how the chopper is moving. My friend and my brother were visiting me and both tried out the Huey. My brother is pretty good at flying BF3 choppers which gave him the ability to see the choppers movement while my friend didn't have any relevant skills. The difference was that my brother had the proper idea about what should be done but wasn't able to orchestrate his limbs properly while my friend couldn't control the chopper in any way. My brother could steer the chopper "one axis at a time" but my friend was about 1-2 seconds late with his control inputs and could hardy fly straight. If you are proficient in ToH or even in Arma using realistic controller setup you should have the basic cognitive skills to fly choppers.