MBot Posted August 12, 2019 Posted August 12, 2019 (edited) Out of personal interest I run a couple of quick tests to check stores drag. I thought I would share the results. Nothing scientific, just to get a general idea how the stores relate to each other. Top speed measured at 300 ft AGL with altitude hold AP. Persian Gulf map, 20°C, QNH 29.92. Loadout is given as Sidewinder-Sparrow-Phoenix First number is top speed in knots, second number is top speed after all weapons are released (only launchers/rails) Clean 880 Pure loadouts: 2-0-0 841 875 2-0-0 775 796 (shoulder) 4-0-0 752 796 0-2-0 849 875 0-2-0 775 793 (shoulder) 0-4-0 817 875 0-0-2 809 876 0-0-2 882 947 (shoulder) 0-0-4 760 876 Mixed loadouts: 2-2-0 811 876 2-4-0 786 876 4-4-0 718 796 2-2-2 715 792 2-0-6 739 947 Observations: -Shoulder Sidewinders/Sparrows are extremely draggy. -For shoulder Sidewinders, the weapons are actually less draggy then the regular Sidewinders, but the launch rail is extra draggy. -For shoulder Sparrows, the weapons are actually less draggy then tunnel Sparrows, but the launcher is extra draggy. -Phoenix on shoulder is faster than clean and gets even faster with only the shoulder launchers (bug). -The rear weapons in the tunnel (Sparrows or Phoenix) are draggier than the forward weapons. -The forward stations in the tunnel are very efficient. -There is no difference between Winchester on tunnel Sparrows and tunnel Phoenix (Phoenix racks have no effect). Edited August 12, 2019 by IronMike
nighthawk2174 Posted August 12, 2019 Posted August 12, 2019 LOL, man the whole stores drag stuff is just so broken across DCS right now.
bies Posted August 12, 2019 Posted August 12, 2019 Variant with two Phoenixes on shoulders looks interesting, an ultimate fast interceptor :)
fat creason Posted August 12, 2019 Posted August 12, 2019 (edited) ¯\_(ツ)_/¯ Thanks for putting in the time to investigate. Unfortunately all we can do is bring it to ED's attention and we've already done that. This is really the first time I've seen hard numbers measured in a quasi-scientific way, cheers! Would be interesting to see the results on an ISA standard day (15 C at sea level), but this is close enough. I try to test the FM in the "cleanest" configuration possible since testing and tuning against specific stores configurations was and continues to be an exercise in futility. Edited August 12, 2019 by fat creason Systems Engineer & FM Modeler Heatblur Simulations
gyrovague Posted November 15, 2019 Posted November 15, 2019 (edited) Out of personal interest I run a couple of quick tests to check stores drag. I thought I would share the results. Nothing scientific, just to get a general idea how the stores relate to each other. Top speed measured at 300 ft AGL with altitude hold AP. Persian Gulf map, 20°C, QNH 29.92. Loadout is given as Sidewinder-Sparrow-Phoenix First number is top speed in knots, second number is top speed after all weapons are released (only launchers/rails) Clean 880 Pure loadouts: 2-0-0 841 875 2-0-0 775 796 (shoulder) 4-0-0 752 796 0-2-0 849 875 0-2-0 775 793 (shoulder) 0-4-0 817 875 0-0-2 809 876 0-0-2 882 947 (shoulder) 0-0-4 760 876 Mixed loadouts: 2-2-0 811 876 2-4-0 786 876 4-4-0 718 796 2-2-2 715 792 2-0-6 739 947 Observations: -Shoulder Sidewinders/Sparrows are extremely draggy. -For shoulder Sidewinders, the weapons are actually less draggy then the regular Sidewinders, but the launch rail is extra draggy. -For shoulder Sparrows, the weapons are actually less draggy then tunnel Sparrows, but the launcher is extra draggy. -Phoenix on shoulder is faster than clean and gets even faster with only the shoulder launchers (bug). -The rear weapons in the tunnel (Sparrows or Phoenix) are draggier than the forward weapons. -The forward stations in the tunnel are very efficient. -There is no difference between Winchester on tunnel Sparrows and tunnel Phoenix (Phoenix racks have no effect). We still have not had a response from ED to our multiple queries on this subject, but in the meantime we've tweaked values a bit to at least fix the most egregious things you noted in this post. At least launched phoenixes won't now leave a negative drag behind, and the shoulder sidewinder/sparrow drag is more reasonable, and the tunnel (recessed) sparrows are less draggy and the tunnel phoenix rails have some residual drag. It's not perfect, but it's better than it was. Should be available in the next OB patch, whenever that is. Thanks again for taking the time to do this! Edited November 15, 2019 by gyrovague typos, english is hard at 2h30am ____________ Heatblur Simulations [sIGPIC][/sIGPIC]
Airhunter Posted November 15, 2019 Posted November 15, 2019 We still have not had a response from ED to our multiple queries on this subject, but in the meantime we've tweaked values a bit to at least fix the most egregious things you noted in this post. At least launched phoenixes won't now leave a negative drag behind, and the shoulder sidewinder/sparrow drag is more reasonable, and the tunnel (recessed) sparrows are less draggy and the tunnel phoenix rails have some residual drag. It's not perfect, but it's better than it was. Should be available in the next OB patch, whenever that is. Thanks again for taking the time to do this! Hats off Heatblur! Now THIS is how you listen to feedback and fix stuff ASAP. ED should take an example from this (Looking at you Hornet). :thumbup:
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