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Posted

Was anything besides the empty weight changed? All my tracks play incorrectly now. I had one where I finally got the parameters right to get a cobra with 10m altitude increase only (I just kept the g load under 3). If I replay that the plane just crashes.

Posted
Was anything besides the empty weight changed? All my tracks play incorrectly now. I had one where I finally got the parameters right to get a cobra with 10m altitude increase only (I just kept the g load under 3). If I replay that the plane just crashes.

 

One thing I noticed is that symmetrical weapon loads now cause a slight yawing either to the left or right whereas, prior to the update, no yawing would occur. Only a clean airframe now flies straight, if there's no wind in the mission. That alone will ruin any tracks made prior to the update.

YouTube Channel: https://www.youtube.com/channel/UCU1...CR6IZ7crfdZxDg

 

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Win 11 Pro x64, Asrock Z790 Steel Legend MoBo, Intel i7-13700K, MSI RKT 4070 Super 12GB, Corsair Dominator DDR5 RAM 32GB.

Posted

Taxiing properties were tuned, too.

An old track (1.2.11) with me taxiing to the RWY and taking off now has me not aligned on the runway then trying (and obviously failing) to take off from the grass.

 

As a general rule, tracks are meant to be read only with the same version they were created by IMO.

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Posted

It also seems like gravity is playing a larger role; when doing the cobra without any weapons and little fuel, when the aoa reaches around above 90 the increase in altitude stops and slightly decreases. However, if weapons are attached there is little altitude increase as and after reaching aoa of 90 the altitude starts decreasing even though the nose is pointing upwards.

 

I also noticed something weird, I was able to fire an R-27ET with a radar lock at 80% Rmax. The slammer didn't have time to go active lol

Posted
It also seems like gravity is playing a larger role; when doing the cobra without any weapons and little fuel, when the aoa reaches around above 90 the increase in altitude stops and slightly decreases. However, if weapons are attached there is little altitude increase as and after reaching aoa of 90 the altitude starts decreasing even though the nose is pointing upwards.

Interesting.

 

I also noticed something weird, I was able to fire an R-27ET with a radar lock at 80% Rmax. The slammer didn't have time to go active lol

Wonder if they are now modeling a mid-course correction to get it into the right neighborhood and looking in the right direction for an IR seeker lock when within IR range... Or is it simply a bug?

YouTube Channel: https://www.youtube.com/channel/UCU1...CR6IZ7crfdZxDg

 

_____

Win 11 Pro x64, Asrock Z790 Steel Legend MoBo, Intel i7-13700K, MSI RKT 4070 Super 12GB, Corsair Dominator DDR5 RAM 32GB.

Posted

I found this by mistake, I was trying out the F-15's TEWS against an Su-27 with R-77's attached. However the AI was only firing the R-27ET, so I switched roles and noticed it works. It doesn't even need an IRST lock, you only hear a radar lock but of course no incoming missile warning.

Posted
However, if weapons are attached there is little altitude increase as and after reaching aoa of 90 the altitude starts decreasing even though the nose is pointing upwards.

 

that would be correct behavior. at 90 deg AoA, the wing is making no lift. past 90, it would actually be pushing the plane down. Additionally, the engines running fully wet produce 244 kN of thrust total (25,000 kgf) fully loaded, the aircraft weighs 30,000 kg. Obviously, this is not enough thrust to overcome the weight of the aircraft.

Posted
And often not even them. :)

 

Indeed, mostly for their very nature. I guess you know it, but for the general audience which may not:

Tracks are "only" a registering of inputs (from IA, player...) and timestamps.

When they're played, the simulator re-calculates everything that happens; so, this really is a new play of same actions, rather than a display of registered behavior.

 

As such, what can make a track have a different outcome than the registering flight?

- random events (the randomity being re-run would likely give a different outcome)

- difference between server and clients assesment of a given situation (did the missile hit or not? was the aircraft only damaged or trully killed?)

- difference in the simulator code, e.g. the flight model we're discussing here.

 

Cheers

Az'

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