GriffonBR Posted November 7, 2014 Posted November 7, 2014 I've realized that I can do more tight maneuvers during a dogfight using the S Key, it's impressive the capabilities of the Flanker during a dogfight. So far, I have nothing to complain about it. As always, another great work from ED.:thumbup: Intel 8700K@4.7ghz(all cores) / 32Gb DDR4 /WD Black SN750 Heatsink 500gb (DCS Only) / MSI GeForce RTX 2070 GAMING Z 8G / Windows 10 PRO / VPC WarBRD Base + Warthog Stick + Foxx Mount / Thrustmaster TPR pedals / Thustmaster MFD / Thrustmaster Warthog throttle + Monstertech chair mount
GUMAR Posted November 7, 2014 Posted November 7, 2014 The plane can get to mach 2.5. However it it fuel dependent. At 40k your practical top speed varies because as fuel load decreases the aircraft becomes very unstable and micro oscillations occur. Assuming you burned fuel getting to altitude, and did not spawn at 40k, and accounting for fuel needed to accelerate, your top speed is going to be less than 1460knots. The Flanker is very fuel hungry as well, so chances are it will be alot less than that. There is special vertical profile of climb, and acceleration. It's not enough just to go vertical with full afterburner. [sIGPIC][/sIGPIC] Реальные хотелки к ЛО3 по Су-25 в основном... ASRock PG9, i-5 9600KF, MSI 2080Ti, 32GB 3466
karambiatos Posted November 7, 2014 Posted November 7, 2014 (edited) Thanks Yo-Yo. Is there still an issue with easy black outs with negative pitch or negative G? It also seems very easy to flame out the engines with maneuvers like that. Im finding it very difficult to recover from the stall. obviously its a beta is that still wip? its because you can go -6Gs in a split second, so naturally you black out, as for the engines i dont know. Edited November 7, 2014 by karambiatos A 1000 flights, a 1000 crashes, perfect record. =&arrFilter_pf[gameversion]=&arrFilter_pf[filelang]=&arrFilter_pf[aircraft]=&arrFilter_DATE_CREATE_1_DAYS_TO_BACK=&sort_by_order=TIMESTAMP_X_DESC"] Check out my random mods and things
Flagrum Posted November 7, 2014 Posted November 7, 2014 I've realized that I can do more tight maneuvers during a dogfight using the S Key, it's impressive the capabilities of the Flanker during a dogfight. So far, I have nothing to complain about it. As always, another great work from ED.:thumbup: its because you can go -6Gs in a split second, so naturally you black out, as for the engines i dont know. I only tried it very briefly 2-3 times, but for me the S key is the equivalent to a "immediate self-destruction"-button. :D Take off, trimming a LOT forward to counter the immense pitch up tendency, hit S key, aircraft immediately JUMPS to a steep dive, instant blackout, crash. I blame not the a/c nor the FM, but only my lack of having the slightest idea what I am really doing there ... :joystick::D
audax Posted November 7, 2014 Posted November 7, 2014 This aircraft is agile. After flying around for an hour, I tried a guns only dogfight against an AI F-15C which obviously didn't stand a chance, even though I can't even fly the Su-27 properly :D I like it.
Pikey Posted November 7, 2014 Posted November 7, 2014 (nice rig by the way - high res mirrors and dogfights :)) It's definitely tricky to fly close to the envelope and stability augmentation now makes a lot more sense. I can see some dogfighting tears inbound! ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *
lmp Posted November 7, 2014 Posted November 7, 2014 I only tried it very briefly 2-3 times, but for me the S key is the equivalent to a "immediate self-destruction"-button. :D Take off, trimming a LOT forward to counter the immense pitch up tendency, hit S key, aircraft immediately JUMPS to a steep dive, instant blackout, crash. I blame not the a/c nor the FM, but only my lack of having the slightest idea what I am really doing there ... :joystick::D I think S stands for Suicide. ;)
Nedum Posted November 7, 2014 Posted November 7, 2014 (edited) Yesterday I flew a little bit around and in a lift up with full AB at a AoA of 15° the engines suddenly blow out. A little bit later I stalled the Su @300 km/h and the engines blow out again. Is this normal? If I try to fly a Su27 display like in RL all the time the engines blowing out if I am near a stall. I have read that the Su27 is one of the planes where the engines didn't blow out so fast and less as fast as a F15C. I have tried the same with the F15C and the engines never blow out. I am a little bit suprised. :music_whistling: Edited November 7, 2014 by Nedum CPU: AMD Ryzen 9800X3D, System-RAM: 64 GB DDR5, GPU: nVidia 4090, Monitor: LG 38" 3840*1600, VR-HMD: Pimax Crystal/Super, OS: Windows 11 Pro, HD: 2*2TB and 1*4 TB (DCS) Samsung M.2 SSD HOTAS Throttle: TM Warthog Throttle with TM F16 Grip, Orion2 Throttle with F15EX II Grip with Finger Lifts HOTAS Sticks: Moza FFB A9 Base with TM F16 Stick, FSSB R3 Base with TM F16 Stick Rudder: WinWing Orion Metal
*Rage* Posted November 7, 2014 Posted November 7, 2014 Engines cut off far more frequently than in the modeled F15C. [sIGPIC][/sIGPIC] 64th "Scorpions" Aggressor Squadron Discord: 64th Aggressor Squadron TS: 195.201.110.22
karambiatos Posted November 7, 2014 Posted November 7, 2014 after attempting cobras and other kinds of crazy maneuvers, the plane has a tendency to want to roll on its back, and then stay there like a beached wale. A 1000 flights, a 1000 crashes, perfect record. =&arrFilter_pf[gameversion]=&arrFilter_pf[filelang]=&arrFilter_pf[aircraft]=&arrFilter_DATE_CREATE_1_DAYS_TO_BACK=&sort_by_order=TIMESTAMP_X_DESC"] Check out my random mods and things
*Rage* Posted November 7, 2014 Posted November 7, 2014 Just read through the beta manual. Love the new HDD! It doesnt explain the numbering that is assigned to detected bandits and friendlies. Are they assigned by the lead of the flight or by AWACS or independently assigned in each aircraft of the flight? Is there or will be there modelling of datalink between flight members +/- Awacs? [sIGPIC][/sIGPIC] 64th "Scorpions" Aggressor Squadron Discord: 64th Aggressor Squadron TS: 195.201.110.22
Nedum Posted November 7, 2014 Posted November 7, 2014 (edited) @karambiatos Yep, I have noticed this too! But I don't know why! Edited November 7, 2014 by Nedum CPU: AMD Ryzen 9800X3D, System-RAM: 64 GB DDR5, GPU: nVidia 4090, Monitor: LG 38" 3840*1600, VR-HMD: Pimax Crystal/Super, OS: Windows 11 Pro, HD: 2*2TB and 1*4 TB (DCS) Samsung M.2 SSD HOTAS Throttle: TM Warthog Throttle with TM F16 Grip, Orion2 Throttle with F15EX II Grip with Finger Lifts HOTAS Sticks: Moza FFB A9 Base with TM F16 Stick, FSSB R3 Base with TM F16 Stick Rudder: WinWing Orion Metal
Sceptre Posted November 7, 2014 Posted November 7, 2014 why it keeps pitching up?? i have reset trims etc Press S again? RTX 2070 8GB | 32GB DDR4 2666 RAM | AMD Ryzen 5 3600 4.2Ghz | Asrock X570 | CH Fighterstick/Pro Throttle | TM MFDs | TrackIR 5
USARStarkey Posted November 7, 2014 Posted November 7, 2014 Hi, I read your post and didn't feel it fitted with my experience. Just took off with a full load of fuel, climbed to 18000m and levelled out. With as much fuel as I had when I levelled out, full AB, M2.3 As the fuel load dropped, the plane accelerated, till when the lights went out, the final speed was just shy of M2.6, which was 1479 knots. Did you use the autopilot to keep perfect level? Max speed decreases as fuel load goes down. Ive done the test like 10 times or so just to make sure. This effect can be seen at most altitudes. [sIGPIC][/sIGPIC]Weed Be gone Needed
USARStarkey Posted November 7, 2014 Posted November 7, 2014 There is special vertical profile of climb, and acceleration. It's not enough just to go vertical with full afterburner. who is talking about climbs? I was just saying that to get to altitude youd have to burn some fuel. [sIGPIC][/sIGPIC]Weed Be gone Needed
theropod Posted November 7, 2014 Posted November 7, 2014 thank you ED! this will be an new era of flight modeling for a sim. maybe a silly question for new release product but i wonder did anyone able to perform cobra turn? http://en.wikipedia.org/wiki/Cobra_Turn i tried at different speeds but rudders seems not effective at high aoa manoeuvers when asc off.
trindade Posted November 7, 2014 Posted November 7, 2014 thank you ED! this will be an new era of flight modeling for a sim. maybe a silly question for new release product but i wonder did anyone able to perform cobra turn? http://en.wikipedia.org/wiki/Cobra_Turn i tried at different speeds but rudders seems not effective at high aoa manoeuvers when asc off. press "S" before doing the Cobra i guess..
theropod Posted November 7, 2014 Posted November 7, 2014 press "S" before doing the Cobra i guess.. all my test flights asc was off.
*Rage* Posted November 7, 2014 Posted November 7, 2014 It would be useful to have the pitch trim as an axis. [sIGPIC][/sIGPIC] 64th "Scorpions" Aggressor Squadron Discord: 64th Aggressor Squadron TS: 195.201.110.22
Dr_Arrow Posted November 7, 2014 Posted November 7, 2014 It would be useful to have the pitch trim as an axis. It wouldn't be realistic, the real Su-27 as most of the Russian aircraft uses a trim operated by a discrete four way switch on the stick.
RIPTIDE Posted November 7, 2014 Posted November 7, 2014 It's going to be raining inverted flankers on Servers for a while. ;) [sIGPIC][/sIGPIC]
Kwiatek Posted November 7, 2014 Posted November 7, 2014 For me trimm doesn't effect anything in pitch. Nor secondary trimm way - with button 3. Thats why plane still flying pitching up and need constant forward stick. Planes behave strange with negative pitch - like any plane i have seen. Its turn immidetly on its back then depeart on these position. ( ASC is ON) I dunno but it doesn't look too much realistic to me.
Fox One Posted November 7, 2014 Posted November 7, 2014 The first thing I noticed about the flight model – it is too hard to rotate the aircraft during takeoff. See the diagram below. For a weight of 25 tonne, taking off in afterburner the aircraft should lift off at 280 Km/h. My experiment – with 25 tonne weight (95% fuel and no stores) in standard conditions, switched on full AB, at 200 Km/h pulled the stick fully aft and kept it like that until the aircraft was airborne. The nose wheel lifted at 300, the main wheels lifted at 330 Km/h. That’s 50 Km/h more than what the diagram shows! How can I be airborne at 280 when the aircraft doesn’t want to lift nose wheel until the speed is 300? I did some more similar experiments at lower weights – it seems to me like the lower the weight, the closer it gets to what the diagram shows. My DCS videos
*Rage* Posted November 7, 2014 Posted November 7, 2014 A bit more flying with it today and I really like it:) It is a beast in a dogfight. Fuel consumption seems much greater with afterburner though. [sIGPIC][/sIGPIC] 64th "Scorpions" Aggressor Squadron Discord: 64th Aggressor Squadron TS: 195.201.110.22
ED Team NineLine Posted November 7, 2014 ED Team Posted November 7, 2014 Good testing info BUT if you feel there is an issue you should include a track, and if you dont want this lost in an opinion thread like this, starting a new thread for your issue is always better. The first thing I noticed about the flight model – it is too hard to rotate the aircraft during takeoff. See the diagram below. For a weight of 25 tonne, taking off in afterburner the aircraft should lift off at 280 Km/h. My experiment – with 25 tonne weight (95% fuel and no stores) in standard conditions, switched on full AB, at 200 Km/h pulled the stick fully aft and kept it like that until the aircraft was airborne. The nose wheel lifted at 300, the main wheels lifted at 330 Km/h. That’s 50 Km/h more than what the diagram shows! How can I be airborne at 280 when the aircraft doesn’t want to lift nose wheel until the speed is 300? I did some more similar experiments at lower weights – it seems to me like the lower the weight, the closer it gets to what the diagram shows. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
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