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Diesel_Thunder

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Everything posted by Diesel_Thunder

  1. Saw that too in the Marianas trailer. Looked pretty good. Though having been stationed there, I cannot recall seeing Apaches ever flying around Guam. Don't think there were any based there. Saw plenty of SH-60's though.
  2. I was stationed there for three years (04-07). My family and I enjoyed our time out there, was one of our favorite duty stations. I've been looking forward to this map ever since it was announced. Downloaded it earlier today and spent a few hours just flying around in a Huey just taking it all in and remembering the good times spent there. Frame rate was good for me, even on my old GTX 980. Great job on this map ED!!! Even found the houses we lived in while there, here's one on Naval Station Guam:
  3. Caucasus looks great now, well done ED! I'm enjoying the new looks, and there seems to be more polish to a lot of stuff. First thing I noticed was the taxiways at my "home" field Kobuleti. Great job!
  4. Did a brief search for this, and other than specific aircraft, didn't find much on this. Currently some aircraft can use them, others have no ability to use them at all. I would like to see all aircraft be able to use wheel chocks. Especially on aircraft that do not have any sort of parking brake capability (Bf-109, A-10C, etc). Would it be possible to get this in a future update?
  5. As nice as it would be to have a razorback Mustang or Jug, it likely won’t happen soon. They flew different than their D model siblings, which simply stated, would mean a different flight model. Would love to see it make it into DCS one of these days.
  6. Totally worth it IMO She was my 3rd module, after having the A-10C and P-51 for a while. Was also my first hot rod! When I downloaded the Viper I ran the startup tutorial, and then loaded up a clean wing free flight, taxied to the runway and let her rip! She is just a blast to fly, especially cloud surfing in 2.7. Still pretty capable, even though she isn’t as far along as the Hornet. Dang good visibility, and did I mention it’s fun to fly
  7. The Hog and a few other aircraft/helos have a missile warning system (MWS) that consists of passive IR sensors mounted around the aircraft that are tuned to pick up on the IR signature that missile rocket motors produce. That is in addition to the RWR. In our DCS A-10, it is a very distinct warning when the MWS senses a missile in the air. It’s only limits are that it gives general direction relative to your aircraft. It cannot tell if a missile is inbound or outbound, or a friendly missile from a hostile one. And it only gives a warning when the missiles’ rocket engine is lit. Once the rocket burns out, the warning stops, but you can still have a missile headed your way. RWR will tell you if it is a Fox 1 or 3 (most of the time)
  8. If you really feel the need for the Viper to lose some weight prior to landing, just push that button to the left of the landing gear indicators.
  9. This handy chart should help you Mixture should be set for auto rich for combat to help keep the engine happy. Auto lean is meant for long range cruising. Time limit for WEP (2,750 RPM, 64” MP, and uses water injection) is 5 minutes, and your water supply (30 gallons) will last for more than that. In other words you won’t run out of water in that five minutes. You could run longer than that but you do run a high risk of engine failure if you run past the limits. Military power (2,700 RPM and 52” MP) gives you more time, 15 minutes, and does not use water. Both military power and WEP allow for a hotter cylinder head temperature, up to 260° instead of the usual 232° limit. Pick whichever power setting you deem appropriate for the fight, set the RPM accordingly, full throttle, water if needed, and use the boost lever to keep the MP in check. Full throttle at sea level on the supercharger alone will provide around 46” MP, bringing in the turbo (boost lever) provides the extra induction air to get the MP up to 64”. From there keep an eye on your temperatures, time spent at that power setting, MP, all while trying not to get shot down. Good luck!
  10. It works for me every time. Pull and hold parking brake handle Push down both toe brakes fully and hold about 2 or 3 seconds Release toe brakes Release parking brake handle, which should stay extended. To release parking brake, push toe brakes and handle will pull in on its own. @scoobieCorrect, both the Mustang and Jug’s parking brake work the same way. Only real difference is you only see the handle in the Mustang whereas you see the handle and the parking mechanism in the Jug.
  11. My gut suspicion was that was too high for a cold engine, thanks for confirming. My initial thoughts with warmup was to treat it like a Mustang with an upside down engine . Doesn't appear that I was too far off with that procedure.
  12. I'm happy to report, that setting one of my Warthog throttle switches to P1+P2, seems to do the trick. The engine starts each time I try now. @grafspee If I could, I would mark your response as the solution in this thread (I've done it in the A-10C II forum, but don't have that option in this one for some reason). Thanks for the help! On an aside, is the warmup RPM for the 109 really 2,000 RPM? If it is, it seems excessive compared to the Jug (do not exceed 1,000 RPM until warmed up) and the Mustang (1,000 - 1,200 RPM).
  13. Great! I'll try that tonight when I fly.
  14. Since I just downloaded this last night, I was unaware of this bug. I imagine that setting one of my Warthog throttle base switches to P1+P2 should prevent the lever from moving too far? @GaryR I like your checklist, thanks for sharing that!
  15. Downloaded the 109 with the trial program, and I'm likely going to buy it. I am struggling with one aspect of this aircraft, and that is starting the engine. I'm sure my ground crew absolutely hates me with how many times I've called them to crank the starter. I'm following the process that I've read in the manual, Chuck's guide, and what I've watched in Wag's video. Proper circuit breakers on Fuel pump set to P1+P2 Magneto set to M1+2 Check prop pitch manual mode and then switch to auto Radiator set to open (sometimes I leave in auto) Advance throttle slightly Call ground crew to run the starter 5 strokes on the fuel primer (I've also done 8, 10, 12, 16 strokes) Feet down on wheel brakes (I have pedals) Pull starter handle when ground crew calls "clear" Sometimes it will start and then die when I bring the engine back to idle (don't want to over-rev a cold engine). Only once have I kept it running and I'm not sure what I did right on that attempt. Funnily enough on the one time it started, it died shortly after takeoff (over rev) . I don't have anywhere near this amount of trouble in my other warbirds (P-51 and P-47), and get them started on the first attempt each time I fly them. Here's short track where I try starting it 4 times. It fired on my first attempt and then died after running for a few seconds. It didn't fire at all on the next three attempts. Am I overlooking something, overthinking something, or need to change my technique? bf109 startup.trk
  16. His engine died in his first mission, and the AI’s engine in the second. Can’t help but wonder if the AI went to WEP and left it there. There’s enough water for about 15 minutes of operation (~30 gallons), so it shouldn’t have ran out of water. I’m willing to bet that both engines suffered an overstress failure.
  17. The Jug is limited to 5 minutes of war emergency power (64” MP, 2,750 RPM, 2,400 HP) with water injection. Military power (52” MP, 2,700 RPM, 2,000 HP) without water injection is limited to 15 minutes. Cylinder head temperature limits at these high power levels are increased slightly from 232° to 260°. Beyond those limits you are risking your engine and really overstressing it. From what you described, it sounds like your engine packed it in after it had enough at high power. Doubly so if you ran out of water when at WEP.
  18. I flew two missions last night, both time got the crash upon exit of the first mission. Upon loading the sim the second time, I set my graphics using the medium preset button and then ran my second flight of the evening. It crashed again that time too. Open beta 2.7.1.6709 No mods dcs.log-20210601-022736.zip dcs.log-20210601-032552.zip
  19. @Flappie My results are the same now in the current OB. First AIM-9 set it on fire and it begun a descent. The second one splashed it, nothing catastrophic, but it did enter death spiral and crashed. The kill was registered after impact of the second AIM-9 and well before it augered in. Certainly didn't take a GBU-10 to finish it off this time
  20. I agree, once the prop is on the low pitch mechanical stops, the governor can do no more. At that point good ol’ physics takes over and the prop RPM is now a function of airspeed in the dive.
  21. It’s been like this for a few patches now, both front and back seat. I even posted a thread about it with screen shots a couple weeks ago: This has happened in the past with other modules, notably the A-10C during 2.5.x and well before the Tank Killer. That was eventually patched out and the lights were lit and readable in daylight.
  22. I have a mission I created where I can practice various weapons with the A-10C (both Warthog and Tank Killer), with a variety of ground targets, a ship, and an orbiting Ka-27. Lately I've noticed that the Ka-27 is rather difficult to shoot down, and unless the rotors are destroyed and it crashes, it will continue flying. In my mission, I cold start and take off from Kobuleti, and have a short flight to the abandoned airfield to the south along the coastline. That is where most of my practice targets are, plus the orbiting helo. When my target helo takes damage, but is still able to fly, it will turn south and try to land at Batumi (I don't have it scripted or programmed to do that). So last night, I tried to shoot it down and failed. I then proceeded to see what it takes to destroy it. The -27 took two AIM-9M hits and kept going, and it proceeded to Batumi. I took care of the remaining ground targets and then went to finish off the helo, which had just landed. I gave it several passes of 30mm combat mix, and only managed to set it on fire. Also came around and fired a pair of MK-151 APKWS rockets into it. Still no kill. Out of mild annoyance that this stupid helo still isn't dead and being Winchester, I flew back to Kobuleti and re-armed. This time I brought a GBU-10 and a pair of GBU-12's to the party. I took off and flew up to 17k feet, and found my target. 2,000 lbs of laser guided high explosives later, and I finally have a destroyed Ka-27. The post mission log registered the bomb hit, but the final demise of the Ka-27 was logged as crashed, and not destroyed like my other targets. I didn't keep the track as the mission ran long, but I am sure I could duplicate this if a track is needed. In summary, the Ka-27 took all the following in order to be destroyed: Two AIM-9M hits Multiple strafing runs with 30mm CM A pair of Mk-151 APKWS rockets GBU-10
  23. From what I understand the fire pull handles activate fuel cut off valves to that particular engine when pulled out and also designate where the extinguisher agent goes when you use the L/R extinguisher bottle activation switch to the right of the fire pull handles. To restart, the fire pull handle (or multiple pull handles) needs to be pushed back in to open the fuel valves. Make sure your pumps are still on, and it should restart (assuming the engine was not damaged).
  24. @agrasyuk I had a small revelation, I think we're trying to edit the wrong file. The file I was trying to edit in under: <drive>:\Users\<username>\Saved Games\DCS.openbeta\Config\Input\<aircraft> . This isn't the correct file and has the line entries like I showed in my first post. My TM Warthog lua has identically formatted entries as my friends BBI-64 lua file in those folders. The correct file we need to work on is: <drive>:\Eagle Dynamics\DCS World OpenBeta\Mods\aircraft\<aircraft>\Input\<aircraft>\<folder>\default.lua I have to modify entries for my TM Warthog so the default.lua I need to work on is under the joystick folder. I think the BBI-64 falls under keyboard, so the default.lua there in that folder needs to get worked on. LeCuvier wrote this awesome guide which is helping me work on my Warthog switches in other aircraft:
  25. No, even the ground and shipboard M61's use linkless ammunition. Having it linked in the box really helps in the loading process. I can't recall how many 20mm rounds come in a box, I think it's 200 or 250 (it's been a few years ), but each link has a hook on one side and a loop on the other. A full load on a CIWS drum is 1,550, so you'd need 8 boxes to (assuming 200 rds/box) to give it a full load. As one box is loaded, you can attach the links from the tail end of one box to the beginning of the next box to keep the process going. You also have to have empty boxes nearby to catch what is coming out of the drum (usually the dummy rounds). With the loader machine attached, the loader will strip the links off of the rounds as it passes though. Loose live rounds (or dummy rounds) are then fed into the drum. The links are then attached to fired cases coming out of the drum, dummy rounds that may have been in the drum, or remain empty if there was nothing in the drum. You usually will want gloves on as the steel links are pretty tough, and have edges that can catch your skin if you aren't paying attention. We normally kept dummy rounds loaded if live ones were not loaded as they add weight to counterbalance the radomes mounted above it. Here's a video showing the loading process, the yellow gadget is the loader. Live 20mm are going in, and you can see the dummy rounds coming out: https://www.af.mil/News/Radio/videoid/725262/dvpTag/integration/?videoid=725262#.YJveJASKKSg.link
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