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Posted
5 hours ago, Get_Lo said:

I think I can live with the 10G limit on full fuel but the 8.4G ripping in barrels roles (no prior stress) is a bit, weird
Also im late to the MiG-21 radar discussion, but I would like to point out there have been times in the 21 in which I kept lock on a person who I merged with, and they flew behind me. to my surprise when I came back around on them I still had the lock. quite bizarre. 

I've never ever experienced that in the MiG-21 and I have tons of hours in it. Very weird.

3 hours ago, CrazyGman said:

 

Very much appreciated! GCI operators are very vital in my missions as you know. I wrap the mission design around them to help make things very dynamic. That means, without GCI operators the missions might be boring, but if a GCI operator is there it's a blast!

Check out the following in the briefing under frequencies:

"GCI operators focus mainly on aircraft operating on 124 MHz. MiG-15 pilots will have to stick with their EWR mainly and contact the GCI operator via teamchat and hope he manages to provide BRAA's for them on their frequency.
Working on 2 different frequencies can be stressing for the GCI operator, so MiG-15's shouldn't expect him to reply. It's up to the operator.
"

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Posted

Viggen's Radar:

What's the range on its radar in AG(sea) mode and AA mode? How good is tracking? Over performing like the MiG-21's? And how good can it "see"? For instance, the MiG-21's radar's search cone is +17° upwards, -1.5° downwards, +30° to the right, and -30° to the left. That's what I mean by cone. I need this information for a mission I'm working on.

Thanks in advance!

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Posted (edited)
32 minutes ago, Alpenwolf said:

Viggen's Radar:

What's the range on its radar in AG(sea) mode and AA mode? How good is tracking? Over performing like the MiG-21's? And how good can it "see"? For instance, the MiG-21's radar's search cone is +17° upwards, -1.5° downwards, +30° to the right, and -30° to the left. That's what I mean by cone. I need this information for a mission I'm working on.

Thanks in advance!

Chuck's guide might be a helpful illustration on Viggen radar capabilities. A2G (p149-169) and A2A modes (p168/357) https://www.mudspike.com/wp-content/uploads/guides/DCS AJS-37 Viggen Guide.pdf

The radar doesn't really track things, but it allows radar fixes for navigation or deploying A2G weapons, and primitive search and radar ranging for A2A mode within visual range (0-30km). The radar scope basically gives a raw return and is optimised for ground / ship returns.

Max range scale is 120km, but in my experience ships usually appear 50-90km depending on size. Scan azimuth up to 123 degrees, 3.6 degree arc and +- 10 degree elevation change possible depending on pilot control or radar mode (as per Chuck's guide). I honestly don't have much experience of the A2A radar mode as it is a pain to use.

I don't recall any bug or complaints the Viggen radar is overperforming, but also unsure if anyone has looked into it in detail.

Edit: Ship ranges quoted are for a typical low altitude pop up at 500m to acquire target. It is possible ships are visible further out from higher altitudes. It is also feasible to pickup out ground installations (i.e. airfields, cities, harbours) from 30-60km and individual ground targets as pixel or blob returns <30km.

Edited by Sideburns
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Posted (edited)
22 hours ago, rossmum said:

On a closer look, the shift in limit is based on speed specifically in this condition. 7.33 -> 6.5 above M 0.95 while fuel is more than 2200lbs, on an otherwise clean aircraft. No limit shift specified for below 2200lbs.

 

 

This is a good example of reading unknowns into operating limitations. The wing does not magically become weaker at Mach .95. So why the limitation? There could be any number of reasons. The most probable is the increased pitch sensitivity due to movement aft of the center of pressure during transonic and supersonic flight may cause undesirable characteristics between 6.5 and 7.33 G. Those characteristics should be discovered and modeled instead of arbitrarily moving the breaking point of the wing.

However, the symmetrical wing limits can be worked around. Personally, I put a giant curve in my pitch axis for the F-5 and treat it like glass when above 360 knots and generally don't pull the wings off symmetrically after this change.

Its the asymetrical G limits that are severely limiting the jet now. Any roll input in the unknown danger zone results in ripping wings off. It is a serious misinterpretation of the roll entry G limits. 

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Edited by =475FG= Dawger

 

 

 

 

EDsignaturefleet.jpg

Posted
27 minutes ago, Ian Boys UK said:

It has no AA mode.

It does, just have to be in IR mode (missile selected) with your radar on. But you are not gonna see anything except a flying barn at maybe 15-20km absolute max, if lucky in a look up. You will spot them before detecting with radar anyway, and a fighter sized target is very hard to see, and nearly impossible against any ground clutter.

So unless you try to align with a bomber at night or in a cloud, its not really useful for A2A.

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- Jack of many DCS modules, master of none.

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Posted
35 minutes ago, Knock-Knock said:

It does, just have to be in IR mode (missile selected) with your radar on. But you are not gonna see anything except a flying barn at maybe 15-20km absolute max, if lucky in a look up. You will spot them before detecting with radar anyway, and a fighter sized target is very hard to see, and nearly impossible against any ground clutter.

So unless you try to align with a bomber at night or in a cloud, its not really useful for A2A.

Agreed, my limited experience of the A2A radar down low is not positive, it may be able to pickup a high flying bomber at 20-30km. Down low it has significant clutter and fighter size targets tend to be spotted visually before you can make them out on radar. It also points the radar up by 1.5 degrees in A2A mode. I might give it another go but I rarely use it.

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Posted

!!GBU Bombing!!

Well as the title says, GBU 12's bombing on the enemy farp is a real blast.  With the aid of air support and a ground JTAC (Player Driven) you can cause chaos for those all around it. I have a collection of video's for you to watch to enjoy the fun we had making this happen.

Only one negative point. We were accused of camping.  I'm not sure how they could say this, the name of the game is to either destroy thy enemy or suppress it, to put them on the back foot as they say.  That's what we did, don't get upset, get even.  You can always team up with others and suppress our CAP making it impossible for us to use CAS.  (Rant over)!

Thanks to Hades 2 for CAS and Ocean 2 for CAP.

Enjoy!!

https://www.twitch.tv/collections/kZJLkzA3thbxuQ

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Posted
12 minutes ago, MarkMD said:

!!GBU Bombing!!

Well as the title says, GBU 12's bombing on the enemy farp is a real blast.  With the aid of air support and a ground JTAC (Player Driven) you can cause chaos for those all around it. I have a collection of video's for you to watch to enjoy the fun we had making this happen.

Only one negative point. We were accused of camping.  I'm not sure how they could say this, the name of the game is to either destroy thy enemy or suppress it, to put them on the back foot as they say.  That's what we did, don't get upset, get even.  You can always team up with others and suppress our CAP making it impossible for us to use CAS.  (Rant over)!

Thanks to Hades 2 for CAS and Ocean 2 for CAP.

Enjoy!!

https://www.twitch.tv/collections/kZJLkzA3thbxuQ

Good strike!

Attack the enemy anyway you see fit to keep him away from completing his objectives. The only exception I was forced to make is forbidding the attacking of main airbases (airbases at which almost the entire airforce of the enemy operates from/spawns at). Attacking secondary airbases however (where less aircraft operate from/spawn at), especially in missions where attacking and capturing those is the objective, is allowed. Operation Last Man Standing is the only exception where attacking all airbases is the objective. Why was I forced into making that rule of never attacking main airbases? Well, it was allowed in the first 1-2 years of hosting, but like players always are, they just can't enjoy the freedom of doing almost anything that comes to mind without keeping on pushing and exploiting things to the extent it becomes not enjoyable any more. In other words, they push you and punch it out of you to make any rule in the first place.

There were literally ZERO rules when I started. Things like, "Never leave in the middle of a fight", "Don't teamkill", "Use comms", etc. were simply inevitable enough. You know, the usual stuff, "Be kind to everyone", "Don't insult", etc. I mean, come on, really?! Do I have to write all that?! What am I a kindergarten teacher here?! Ridiculous. I don't mind players swearing at each other, or breaking any of the rules I have. You'd think we're all grownups here and we all know where the boundaries are regarding anything, but most aren't or simply tend to exploit. Therefore, I was forced to make all the rules you know of.
If you think about it, it's pretty much like every rule in life. People do something, a trend kicks off, then it becomes too much, and the authorities are forced to react. Then people be like: "Remember when we were used to do that? No consequences no nothing, right? Damn people, man, they had to push and wanted more until they made things more restrictive. Life was better back then I tell you, Bob". Bob: "Yup. You nailed it right there!". Yet Bob and his stupid friend forgot they were pushing just like everyone else, but it's rather more convenient blaming others. My two cents...

Take Phone Booth for example (almost 7 years old): The objective is to attack the enemy's secondary airbase, then a new TA pops up when that's complete, and then enemy tanks start sneaking up on the secondary airbase of the enemy you've already captured. So, three objectives that come one at a time. Attacking main airbases wasn't forbidden back then, and at some point players thought it was fun to strafe the enemy on the ground which is FUN! But when players stop doing anything except for that, players start complaining, and players start leaving the server for exactly that reason resulting in almost emptying the server and ruining the night for everyone, I simply had to react. I wouldn't mind it if the outnumbered side would do that to weaken the overwhelming enemy a bit, until maybe more players join. I wouldn't mind it if the enemy has only one objective to finish, so you want to keep him on the ground for as long as possible until you maybe catch up with finishing your own objectives. I wouldn't mind any similar scenario in that regard. Now, good luck putting that in the hands of players hoping for them to be sensible enough to know when to do it or not. And the last thing I need is to write a book of rules to include all types of potential situations for players to know what to do in those circumstances. It'd be a revolution if players would at least read the objectives, let alone the briefing. Never mind a bloody holy book of server rules or something. So, the easiest way for me is simply forbidding the attacking of main airbases. Headache cured.

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Posted

@VR Users:

How good/bad is it in raining conditions? Is it like when the fog is enabled and spotting things becomes a pain in the ass? Run a quick mission, put the clouds at an altitude of 4600m, 360m thick, density at 9 or 10, and let me know how it is for you using VR, please. Make sure it's the Persian Gulf map and fly around mountains against AI aircraft maybe. There you go, that's the setup for the new mission I'm working on, except for the AI aircraft part. I can only hope the rain doesn't make things too difficult.

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Posted
On 11/10/2021 at 3:54 PM, Get_Lo said:

I think I can live with the 10G limit on full fuel but the 8.4G ripping in barrels roles (no prior stress) is a bit, weird
Also im late to the MiG-21 radar discussion, but I would like to point out there have been times in the 21 in which I kept lock on a person who I merged with, and they flew behind me. to my surprise when I came back around on them I still had the lock. quite bizarre. 

Never seen this in the 21 (if anything it will drop lock because someone looked at it funny), but this was a particularly weird and reproducible bug in the 19 for quite some time. If you turned off the tracking radar while someone was locked, the radar would fixate on them and no amount of switch flipping or manoeuvring would drop the lock. The radar pipper would follow them to the ends of the earth.

17 hours ago, =475FG= Dawger said:

This is a good example of reading unknowns into operating limitations. The wing does not magically become weaker at Mach .95. So why the limitation? There could be any number of reasons. The most probable is the increased pitch sensitivity due to movement aft of the center of pressure during transonic and supersonic flight may cause undesirable characteristics between 6.5 and 7.33 G. Those characteristics should be discovered and modeled instead of arbitrarily moving the breaking point of the wing.

That would make sense, that's the reason why the Soviet jets' limiters bottleneck around the same speed range. I wonder if it's a "we don't want to rework the entire FM so let's slap a band-aid on it" kind of thing, given the module's age.

Posted
6 hours ago, F16wannabe said:

First sortie from takeoff to merge with no hard turns.  I barely pull the stick with just sidewinders and full internal fuel and the wings snap right off.  Something is not right at all,

 

https://streamable.com/4u9o7n

It's the full internal fuel that caused that to happen as it is ED's logic and interpretation of snapping off the wings like that. Not saying it's accurate.

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Posted
27 minutes ago, Alpenwolf said:

It's the full internal fuel that caused that to happen as it is ED's logic and interpretation of snapping off the wings like that. Not saying it's accurate.

No, there is something else causing these low G wing snaps. I have been flying the F-5 alot, always loaded with bombs or rockets and I have never snapped the wings below 8G (really fat one), and I am trying to reproduce these low G, just havent had luck with it. Check here for example: 

 

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Posted (edited)

Operation: Into The Desert


* The mission runs for 6 hours, unless the objective is completed *
 

Situation:

RED Bases: Bandar Abbas Intl, Havadarya, military base, and one FARP
BLUE Bases: Lar, military base, and one FARP

After successfully establishing strong defence lines across the coast in operation The Desert Has Eyes, both coalitions are pushing further north and into the deep waves of sand and mountains to secure their flank.
Military bases and FARP's are already in position for both sides.

- Each coalition has 1 military base and 1 FARP around the bullseye.
- Each military base and each FARP is surrounded by tanks for a better garrison.
- AAA's, Strela-9's/Chaparrals are the only air defences.
- SA-6 and Hawk SAM sites protect the airbases of Bandar Abbas Intl, Havadarya, and Lar.
- Mi-8's and UH-1's can deploy infantries including MANPAD's.
- Study the briefing images for a better understanding of the situation and objectives.

NOTE:
Teamwork is the key! Use SRS and get on comms.

 

RED Objectives:

Objectives Overview:

1- Destroy vital structures at the enemy's military base (see images)
2- Capture the enemy FARP
3- Check out the F10 map for marked TA's and friendly assets
**********************************************************************************************************************************************

MiG's, F1's and L-39's:

- Provide CAP east and northeast of the bullseye.
- Feel free to strike enemy assets.

Waypoints:
WP-1 - Bullseye, enemy military base
WP-2 - Enemy FARP
-----------------------------------------------------------------------------------------------------------------------------------------------------------
Su-25's and Mi-24's:

- Destroy specific structures at the enemy's military base (see images).
- Provide CAS for T-55's in their battle against M60's if needed.

Su-25's Waypoints:
WP-1 - Bullseye, enemy military base
WP-2 - Enemy FARP

Mi-24's Waypoints:
WP-1 - Enemy FARP
WP-2 - Bullseye, enemy military base
-----------------------------------------------------------------------------------------------------------------------------------------------------------
Mi-8's:

Your job is deploying infantry squads (2 x MG's, 2 x RPG's, and 1 x MANPAD) and ground assets wherever is needed the most.
Make sure you're on comms with the GCI operator (if available). Contact other players and provide assistance anyway possible.

Mi-8's -> Picking up crates:
Bring up your radio menu, select F10 for CTLD and then whatever type of crates you want to pick up.

*** You can only pick up one crate at a time ***

For picking up a crate, maintain hover over it for 5 seconds while keeping an altitude of at least 7.5 meters and a maximum altitude of 15 meters.

To unpack a crate, make sure you're at least 3 km away from the base you started at.
-----------------------------------------------------------------------------------------------------------------------------------------------------------
Combined Arms:

The 2 cmdr slots are for players controlling ground units while being on SRS with each other and other players to coordinate their attacks.
You MUST be on SRS as a cmdr operator!
The JTAC slots are mainly for players who want to check out the situation quickly, provide GCI for a group of people or preferably everyone. In addition, you can use the JTAC slot to drive a ground unit. However, the latter requires you being on comms with cmdr operators to avoid confusion and/or causing problems to their attacks.
-----------------------------------------------------------------------------------------------------------------------------------------------------------
Frequencies:

EWR / GCI: 124 MHz
Channel 0 for MiG-21's
TRAP Channel 1 for F1's
Mi-24's and L-39's
Channel 2 for MiG-19's.

EWR-MiG-15 (callsign: 15): 4.95 MHz (tuned in by default)

- Military Base: 136 MHz - Channel 2 for Mi-24's R-863
- Kaemka FARP: 125 MHz - Channel 4 for Mi-24's R-863

ATC: 126 MHz - Channel 5 for MiG-21's and MiG-19's - Channel 1 for L-39's.

* Mi-8's and Mi-24's: Jadro 1A: 035500 AM.

L-39's Road Base:
Mobile ATC: 130 MHz
Channel 6 for L-39's, MiG-21's and MiG-19's, TRAP Channel 5 for F1's
NDB: 590 kHz

TACAN at Friendly Military Base: 17 X - Callsign: MIL
TACAN at Friendly FARP (London): 14 X - Callsign: FRP

 

BLUE Objectives:

Objectives Overview:

1- Destroy vital structures at the enemy's military base (see images)
2- Capture the enemy FARP
3- Check out the F10 map for marked TA's and friendly assets
**********************************************************************************************************************************************

F-5's, F-4's and F-86's:

- Provide CAP west and northwest of the bullseye.
- Feel free to strike enemy assets.

Waypoints:
WP-1 - Bullseye, enemy military base
WP-2 - Enemy FARP
-----------------------------------------------------------------------------------------------------------------------------------------------------------
AJS37's and A-10's:

- Destroy specific structures at the enemy's military base (see images).
- Provide CAS for M60's in their battle against T-55's if needed.

Waypoints:
WP-1 - Bullseye, enemy military base
WP-2 - Enemy FARP
-----------------------------------------------------------------------------------------------------------------------------------------------------------
OH-58's:

- Provide CAS for M60's in their battle against T-55's.

Waypoints:
WP-1 - Bullseye, enemy military base
WP-2 - Enemy FARP
-----------------------------------------------------------------------------------------------------------------------------------------------------------
UH-1's:

Your job is deploying infantry squads (2 x MG's, 2 x RPG's, and 1 x MANPAD) and ground assets wherever is needed the most.
Make sure you're on comms with the GCI operator (if available). Contact other players and provide assistance anyway possible.

UH-1's -> Picking up crates:
Bring up your radio menu, select F10 for CTLD and then whatever type of crates you want to pick up.

*** You can only pick up one crate at a time ***

For picking up a crate, maintain hover over it for 5 seconds, while keeping an altitude of at least 25 feet and a maximum altitude of 50 feet.

To unpack a crate, make sure you're at least 2 miles away from the base you started at.
-----------------------------------------------------------------------------------------------------------------------------------------------------------
Combined Arms:

The 2 cmdr slots are for players controlling ground units while being on SRS with each other and other players to coordinate their attacks.
You MUST be on SRS as a cmdr operator!
The JTAC slots are mainly for players who want to check out the situation quickly, provide GCI for a group of people or preferably everyone. In addition, you can use the JTAC slot to drive a ground unit. However, the latter requires you being on comms with cmdr operators to avoid confusion and/or causing problems to their attacks.
-----------------------------------------------------------------------------------------------------------------------------------------------------------
Frequencies:

EWR / GCI (Callsign: Axeman): 251 MHz
AN/ARC Channel 1 for F-5's and F-86's
Special 1 for AJS37's
V/TVU Channel 1 for C-101's

ATC: 256 MHz
AN/ARC Channel 4 for F-5's and F-86's
Special 2 for AJS37's
V/TVU Channel 2 for C-101's

C-101's Road Base (Paris):
Mobile ATC: 244 MHz
AN/ARC Channel 5 for F-5's and F-86's
Special 3 for AJS37's
V/TVU Channel 3 for C-101's

Military Base: 259 MHz (UHF Channel 6)
FARP London: 257 MHz (UHF Channel 5)

TACAN at Lar Airbase: 19 X - Callsign: LAR
TACAN at Friendly Military Base: 17 X - Callsign: MIL
TACAN at Friendly FARP (London): 14 X - Callsign: FRP
TACAN C-101's Road Base (Paris): 11 X - Callsign: RDB

 

briefing image.png

red military base.png

red military base objectives.png

red farp.png

8 tyres.png

blue military base.png

blue military base objectives.png

blue farp.png

1 tyres.png

Edited by Alpenwolf
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Posted (edited)

Jesus dude, those are a work of art! Be a shame to bomb them, almost 🤣

3 hours ago, F16wannabe said:

Yah I think the thing that bothers me the most is there is no fuel in the wings.  I could see that adding to the problem.  

The extra fuel isn't a problem because of weight in the wings, it's because of the extra weight in the fuselage adding to the wing loading. You're asking the wings to carry a higher weight than they are at 2200lbs. If the actual limitation is there because the shift in CoP causes some kind of dangerous situation, like a much higher amount of pitch authority and maybe more marginal stability because of the shift in CG associated with the additional fuel (disclaimer - I don't know how much of a factor this is on the F-5), you might end up with a very small margin between the control input to achieve an acceptable 7G load and the aircraft abruptly passing through that and into the uh oh zone with very little pilot input. It doesn't really explain what happened in your case but it seems like it'd be the most likely culprit for why the limit lowers with >2200lbs and around the transonic region. If the extra 2000lbs or so was the issue itself, the limit would be 6.5G at all speeds for that fuel load, but it isn't - it only drops from the standard 7.33 once you're transonic.

Ultimately I still haven't managed to rip my plane up in actual combat, so all I can conclude is you guys are doing something I'm not and it's probably down to different flying styles. I'm coming from MiGs with very strict G-scheduling so my stick inputs are probably already going through some kind of self-filtering I've picked up as a result. It's pretty easy to cause it in testing, though, so that's been my only point of reference so far.

Edited by rossmum
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Posted
25 minutes ago, rossmum said:

...

 

Yeah, it's almost a shame 😉

"The extra fuel isn't a problem because of weight in the wings, it's because of the extra weight in the fuselage adding to the wing loading." <- Yup! Exactly that! With more weight you're increasing the outward force pushing the F-5 even further away from the centre of the circle of your turn. Poor wings have to withstand that increased centrifugal force.

"Ultimately I still haven't managed to rip my plane up in actual combat, ..." "... I'm coming from MiGs with very strict G-scheduling so my stick inputs are probably already going through some kind of self-filtering I've picked up as a result." <- Again, exactly my thoughts. Nailed it. We're just very cautious with the MiG-21 and as I've mentioned earlier in one of the posts, even the Su-27 years ago had the g limitation added to it. Basically, if you're a Red player you've been dealing with this for years. All that doesn't mean they've modeled the g limitation on the F-5 accurately.

I've only tested it a couple of times and like rossmum, I really and deliberately pulled hard on the stick to break the wings while dogfighting an AI MiG-21. I really didn't have to to get the kill, but then again it's just AI, so maybe against a player you're more likely to find yourself in situations where you might be pulling too much until you break the wings before you realise you're pulling too much.

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Posted
14 minutes ago, Ian Boys UK said:

Killed an A-10 today with the Hind and the new ATAKA. Felt good 🙂

You make us heli boys proud!

Was trying to get that Sabre yesterday with NaCH as my co-pilot. Didn't really work out. Next time maybe.

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Posted (edited)
3 hours ago, rossmum said:

Jesus dude, those are a work of art! Be a shame to bomb them, almost 🤣

The extra fuel isn't a problem because of weight in the wings, it's because of the extra weight in the fuselage adding to the wing loading. You're asking the wings to carry a higher weight than they are at 2200lbs. If the actual limitation is there because the shift in CoP causes some kind of dangerous situation, like a much higher amount of pitch authority and maybe more marginal stability because of the shift in CG associated with the additional fuel (disclaimer - I don't know how much of a factor this is on the F-5), you might end up with a very small margin between the control input to achieve an acceptable 7G load and the aircraft abruptly passing through that and into the uh oh zone with very little pilot input. It doesn't really explain what happened in your case but it seems like it'd be the most likely culprit for why the limit lowers with >2200lbs and around the transonic region. If the extra 2000lbs or so was the issue itself, the limit would be 6.5G at all speeds for that fuel load, but it isn't - it only drops from the standard 7.33 once you're transonic.

Ultimately I still haven't managed to rip my plane up in actual combat, so all I can conclude is you guys are doing something I'm not and it's probably down to different flying styles. I'm coming from MiGs with very strict G-scheduling so my stick inputs are probably already going through some kind of self-filtering I've picked up as a result. It's pretty easy to cause it in testing, though, so that's been my only point of reference so far.

 

Yah I honestly don't know what's going on but I rarely if ever black out and I'm not that aggressive when I know I'm fast.  I'll try and do more testing but I can honestly say I've never ripped the wings off or even damaged the mig 21 while flying it.  I feel like I'm more aggressive in the mig 21 than in the f5.

https://youtu.be/a78v3WFnsVw

Edited by F16wannabe
Posted
5 hours ago, Ian Boys UK said:

Killed an A-10 today with the Hind and the new ATAKA. Felt good 🙂

Awesome work man. The Mi-24 is just so versatile even with it's cold war heritage 

Posted
54 minutes ago, CrazyGman said:

Awesome work man. The Mi-24 is just so versatile even with it's cold war heritage 

Just imagine, I mean, just imagine we had the 20 mm with the co-pilot being able to move it around instead of the 30 mm! And just imagine, I mean, just imagine we finally get our hands on some air-to-air missiles for the Hind! Just imagine...

Off to bed. I'll have some sweet dreams now. I'll imagine 😉

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cold war 1947 - 1991.jpg

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Cold War 1947 - 1991
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Posted (edited)

Man though it's bugs have at times kept me away from her, you can't argue that the Viggen is great. I really appreciate all the hard work Alpenwolf has done with the mission building to make the Viggen very accessible in multiplayer especially for people starting out in her. She can do some pretty cool stuff.

 

Edited by CrazyGman
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