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Posted

Losing Fuel

 

New to the forums, so hello everyone.

I have a question about procedure in the event that you are losing fuel from a single wing tank. In the emergency procedures section of the A10 manual they instruct you to enable crossfeed to cofirm a leak, and if the fuel pressure light is still illuminated disable crossfeed pull the corresponding engine t-handle and shut down the boost pumps for the affected wing.

 

My question is why would you need to completely disable the engine? The only reason I could think of would be to prevent an engine fire?

 

My second question is in regards to the SAS. Is it standard procedure to disable SAS in a single engine situation?

Thanks!

Posted

My question is why would you need to completely disable the engine?

 

If the leak is somewhere between the Fire Pull valve and the engine, I suppose you have to do that to prevent loss of fuel. See the attached picture.

A10FuelSystemDiagram.thumb.png.8a8c2fa9fb1e9a34378c179379ba664b.png

Posted
If the leak is somewhere between the Fire Pull valve and the engine, I suppose you have to do that to prevent loss of fuel. See the attached picture.

 

Thanks buddy, I've been searching for a diagram like that without success!

aka: Baron

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Posted
If the leak is somewhere between the Fire Pull valve and the engine, I suppose you have to do that to prevent loss of fuel. See the attached picture.

Ahhh, I see. Yeah thanks for the pic - it really helps when you can visualize what the fuel path really is.

Posted
Not sure? Ask here!

Reputation: 0

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icon1.gif CADC FAILURE

 

Lately I have been having many CADC Failure (s) appearing on the CDC. Not too sure of the cause (maybe Pitot?). But irrespective of the cause, is there a way of re-setting this failure on the ground or in the air. I looked up all the CADC references in the Manual and all the "how to fix it" suggestions but none have worked for me.icon4.gif

Thank you.

Charles Abela

YR

Posted

If your pitot heat is on and pitot icing is excluded, your only bet to get it fixed is to repair the plane.

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Posted

Hey guys, I'm trying to do instant action mission medium - russian winter. I find the easy missions well easy now :)

 

But i'm stuck with the medium difficulty one. I simply don't have enough maverick's to kill of the shilka's and SAMs. So I'm wondering is there a way to destroy them with the GAU - or an even better way?

 

at waypoint #2 there are some trucks and infantry and two shilka's quite close together. I can usually destroy one with the GAU, but the other one will then rip me to shreds - i've even tried flying in very very low from the ocean.

 

Is there a weakness i can exploit in the shilka or any better way to approach the situation? I want to save my mavericks for the SAM's that are further into the mission.

 

I don't want to use my wingman, I like to do things myself unless absolutely necessary :)

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Posted

The weakness is altitude it is effective at. Fly above 12K and CCRP a bomb on theirs collective heads and that will take them out.

Dusty Rhodes

 

Play HARD, Play FAIR, Play TO WIN

 

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Posted (edited)
Is there a weakness i can exploit in the shilka or any better way to approach the situation?

Shilkas can easily be destroyed with the cannon - in fact, killing them was one of the design goals of the A-10 (that, and popping tanks :D). The Shilka is only effective within about 1.5 miles, while your gun is reasonably accurate up to 2 miles. The trick therefore is to engage from maximum range - open fire with a short burst from about 1.7 to 1.8 miles, and make sure you break before you get any closer than 1.5-1.6. A high dive angle (around 30 degrees) should help your accuracy - and also give you a speed for making a high-G turn away to get yourself out of range of return fire.

 

If you can afford the ammo, you can start firing earlier and give it a good long burst to increase the probability of a kill. Fortunately Shilka aren't well armored, so it doesn't take much to take them out. With a bit of practice you should be able to smoke them reliably without putting yourself in danger (so long as you know what's in the area and have a safe egress route already planned, of course!).

Edited by nomdeplume
Posted
Shilkas can easily be destroyed with the cannon - in fact, killing them was one of the design goals of the A-10 (that, and popping tanks :D). The Shilka is only effective within about 1.5 miles, while your gun is reasonably accurate up to 2 miles. The trick therefore is to engage from maximum range - open fire with a short burst from about 1.7 to 1.8 miles, and make sure you break before you get any closer than 1.5-1.6. A high dive angle (around 30 degrees) should help your accuracy - and also give you a speed for making a high-G turn away to get yourself out of range of return fire.

 

If you can afford the ammo, you can start firing earlier and give it a good long burst to increase the probability of a kill. Fortunately Shilka aren't well armored, so it doesn't take much to take them out. With a bit of practice you should be able to smoke them reliably without putting yourself in danger (so long as you know what's in the area and have a safe egress route already planned, of course!).

 

perfect thank you, now to put into practice :)

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Posted

Ok next question for 10 more points:

 

Sometimes when I'm using my the scratchpad (if thats what its called) the numbers just under the hud next to the steering point rocker.

 

Sometimes they do not seem to work. E.g. If I'm trying to assign the Laser time in a bomb profile, or setting the ripple amount it won't take the numbers i'm pressing.

 

I'm typing the numbers and then pressing one of the OSB's on the left MFCD, but it doesnt work.

 

Usually at the start of a mission it does work though, so I think I'm somehow getting it into a different mode or something like that

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Posted

Usually at the start of a mission it does work though, so I think I'm somehow getting it into a different mode or something like that

 

Check whether the scratchpad says something like invalid input or along the lines. If yes, you ned to use clear before you can use the scratchpad again.

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Posted

It means that since the aircraft is part of Flaming Cliffs (where none of the aircraft have clickable pits) it will not have a clickable cockpit along with the 6dof. Aside from Flaming Cliffs, the other modules, thus far, all have clickable cockpits.

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Posted

Would you please list which modules do have clickable cockpits and which do not?

Thank you.

2. The DCS MOVIE information!

4. REAL UFO FOOTAGE

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Posted
Would you please list which modules do have clickable cockpits and which do not?

Thank you.

 

Only FC3 and Combined Arms do not feature clickable cockpits.

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Posted
What exact modules are the part of Flaming Cliffs?

 

None, Flaming Cliffs *is* a module. The flyables include the F-15C, A-10A, Su-27, Su-25, Mig-29 and Su-33, of which the former 4 are due to get 3d cockpits soon (the F-15C pit is already done).

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Posted

P-51D Mustang, Ka-50 Blackshark and A-10C Warthog

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Posted
Even though the cockpit in F-15C is 3d, it is still non-clickable. What a tease.

Because it's part of FC3.

 

Apparently there will be a DCS F-15 that will use the cockpit, and the cockpit will be clickable. This will be a separate module from FC3 as it will focus only on the F-15 and feature detail system and flight modeling.

 

The Su-27 is getting the same thing, and so is the F/A-18.

 

Release dates for these three are unknown.

 

So, what modules do feature clickable cockpits? I still didn't get the definitive answer. Would you guys please tell me the answer to my question?

Thank you.

So far every module labeled "DCS" has clickable cockpits and detailed aircraft. All others do not. So:

 

Clickable cockpit:

DCS A-10C

DCS BlackShark

DCS Mustang

 

Non clickable:

Combined Arms (ground vehicles - not a simulator)

Flaming Cliffs 3 (MiG-29A/C, Su-27S, Su-25/T, A-10A, F-15C)

Awaiting: DCS F-15C

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Posted
FC3 features, let us say, for example, new, much better, different missile dynamics. Let's say, you have FC3+A-10C Warthog installed; therefore, your game has the mentioned innovation included, where I have only A-10C on my computer. Let's imagine we have decided to fight against each other in multiplayer game, and we will have the same missiles on our planes. How will the game physics act under such circumstances?

Thank you.

 

As I understand it, the improved missile dynamics of FC3 were implemented in DCS World (the core module). This means you don't need FC3 to benefit from them.

Posted
Because it's part of FC3.

 

Apparently there will be a DCS F-15 that will use the cockpit, and the cockpit will be clickable. This will be a separate module from FC3 as it will focus only on the F-15 and feature detail system and flight modeling.

 

The Su-27 is getting the same thing, and so is the F/A-18.

 

Release dates for these three are unknown.

 

Awesome! Cause I don't think I could fly without a clickable cockpit, I don't want to learn all of the seemingly irrelevant key presses, some of which resemble finger yoga :P

 

Nothing beats a touch screen when using this sim - well actually there is one thing, and that is is DCS recognised hand gestures on the touch screen, so that you could flick switches up or down depending on which way you move your finger, as well was rotating switches by doing a pinch style gesture.

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Posted
According to digitalcombatsimulator.com, you are wrong.

Missile dynamics was developed with FC3 but included in DCS World, so every module will benefit from new missile dynamics.

Posted

"So far every module labeled "DCS" has clickable cockpits and detailed aircraft. All others do not. So"

 

Combined Arms is also "DCS" so, "DCS: Combined Arms 1.2.2 (English download beta 2 version)"

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Posted
According to digitalcombatsimulator.com, you are wrong. DCS says:

 

So, again, how would game physics act under such circumstances?

 

You are interpreting that 'ad copy' incorrectly. Yes, with the advent of FC3 all of those things got improved. However, the improvements actually coded into the core DCS World module. Whether someone purchases FC3 or not, these changes will still be available in DCS World and any modules installed into it. This will hold true even if someone only installs the free DCS World module and flies the Su-25T in multiplayer.

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Posted
Awesome! Cause I don't think I could fly without a clickable cockpit, I don't want to learn all of the seemingly irrelevant key presses, some of which resemble finger yoga :P

 

Nothing beats a touch screen when using this sim - well actually there is one thing, and that is is DCS recognised hand gestures on the touch screen, so that you could flick switches up or down depending on which way you move your finger, as well was rotating switches by doing a pinch style gesture.

 

 

Search for: Helios

 

There are other options too.

 

My pit is fully clickable as you describe using 3 touch panels (fore, and L/R panels, + external view on projector) via the Helios software. Video coming soon.

Posted
This will hold true even if someone only installs the free DCS World module and flies the Su-25T in multiplayer.

Except you can't play multiplayer without purchasing a module... :)

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