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Posted
I only noticed that landing/takeoff is more realistic, the plane doesnt magically level itself when you touch the runway so you have to be careful not to tip it over in crosswind.

 

Actually, the landings are 90% the same as in FC2 - hardly realistic at all. The only difference is the added slight delay when the plane will level itself upon touchdown: not immediatelly like in FC2 but with a 1 second or so delay. It's a cosmetic thing. The landings are scripted as they were before.

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Posted (edited)
Actually, the landings are 90% the same as in FC2 - hardly realistic at all. The only difference is the added slight delay when the plane will level itself upon touchdown: not immediatelly like in FC2 but with a 1 second or so delay. It's a cosmetic thing. The landings are scripted as they were before.

 

Oh, damn :(

 

 

Anyways, i was putting together a some kind of cockpit reference for the less obvious parts, heres some im having trouble with..

 

http://img571.imageshack.us/img571/8826/screen130207125339.jpg

 

What do we see in this picture, i got some of these figured out from the tutorials but not everything..? Im in STT with AIM-120 selected, about to fire:

 

1: My groundspeed

2: Targets plane, unknown in this case

 

3: Missile timers, these seem to change depending on situation and they are sometimes telling different things on the radar vs the hud..? At first they both count down to 0, radar number staying at 0 and hud number starts counting down again. After firing the missile i get another timer in the hud and both timers on the hud start counting down until the missile hits, after that it goes back to the estimated missile flight time..? The radar reading stays at 0 all the time, is the number on the radar screen time until AIM-120 radar goes active? If so, then both HUD and Radar readings tell when AIM-120 goes active, after that the HUD timer starts to count down estimated missile flight time and when you fire it starts counting down when that missile hits..? If i select AIM-7 it changes to letter T, and with AIM-9 it changes to S - whats the meaning of these?

 

http://img819.imageshack.us/img819/7572/screen130207132430.jpg

http://img202.imageshack.us/img202/2169/screen130207132831.jpg

 

4: Heading for target intercept

5: Range to target in nm

6: Launch zone indicator, target can escape by turning away until its in the solid box..?

7: Closure rate in knots

8: Targets heading

9: Something to do with my heading vs targets heading, but cant figure out the logic here

10: Targets ground speed in knots

11: Targets altitude in feet (6500)

12: Steering dot..? Supposed to point my nose there when im about to launch a missile.

 

13: Target mach

14: No idea..? Targets G?

15: No idea..? Something to do with how many missiles i have and which hardpoint is selected...?

16: No idea..? Same as above..?

 

Te new navigation tools are acting wierd compared to the old one, new HSI has more moving parts, dont know how to read it anymore, and HUD heading tape is all over the place even i seem to be on course according to HSI?

Edited by Grodin

Fighting for peace is like screwing for virginity.

Posted

9. Target Aspect

 

14. Your mach number

 

15. Yep ... 'Active, 4, 120B'

 

16. Yep.

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Posted
9. Target Aspect

 

14. Your mach number

 

15. Yep ... 'Active, 4, 120B'

 

16. Yep.

 

 

Thanks!

 

Is there any indepth documentation to these, tutorials in FC2 and the manual only seem to scratch the surface, for example those missile timers and points 15 and 16 dont seem to be explained in detail anywhere, so i wouldn't need to bother people with "dumb" questions here :doh:

 

Navigation in FC3 F-15 seems to work different than FC2, theres some new moving parts in the HSI.

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Posted (edited)

I forget how the timers switch over exactly, but basically with the AIM 7 you should get:

 

TTI TTI-missile-on-rail

 

With AIM-120 it's

 

TTA TTI

 

... IIRC anyway. I know it when I'm looking at it, but I can never remember to explain it :D

 

Navigation is pretty much the same, just google for HSI and you'll find all you need to know there.

 

Edit: Here, this might help you:

 

http://williamjdoylejr.net/PAWG_G1000/HSI_Tutorials/Bendix-King_PNI_525_Tutorial_049.pdf

 

 

http://www.nevergetlost.at/english/pdf/066.pdf

Edited by GGTharos

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Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted (edited)
I forget how the timers switch over exactly, but basically with the AIM 7 you should get:

 

TTI TTI-missile-on-rail

 

With AIM-120 it's

 

TTA TTI

 

... IIRC anyway. I know it when I'm looking at it, but I can never remember to explain it :D

 

Navigation is pretty much the same, just google for HSI and you'll find all you need to know there.

 

Ah yes, that makes sense, all missiles have estimated TTI and after that TTI for the missile thats in the air and 120 has additional TTA for its own radar before those on the hud. Radar screen seems to show only TTA for 120.

 

FC2 HSI was simple and also then navigation cross in the hud worked well but in FC3 it seems to work tad differently, need to look it up :)

 

 

Edit:

Ah it was likely the autopilot bug that confused me because sometimes it wants to go backwards to make me fly the waypoint route from the beginning if i came on the route from somewhere between waypoints. HUD navigation line seems to guide me back on course instead of going straight for next waypoint even if i was off course like in FC2.

Edited by Grodin

Fighting for peace is like screwing for virginity.

Posted

In FC2 the HSI did not function properly when in a combat mode. Now it does.

 

Also in FC3 the HSI will show you where you are supposed to go, as well as the proper course, and it will guide you to it.

 

The HuD indication is a 'put the thing on the thing', ie. whether it is the course line in-flight, or the cross during ILS, your job is to put the FPV marker on the line/cross. It will then give you steering commands to put you on course (in the form of keeping the FPV on the mark).

 

FC2 HSI was simple and also then navigation cross in the hud worked well but in FC3 it seems to work tad differently, need to look it up :)

 

 

Edit:

Ah it was likely the autopilot bug that confused me because sometimes it wants to go backwards to make me fly the waypoint route from the beginning if i came on the route from somewhere between waypoints. HUD navigation line seems to guide me back on course instead of going straight for next waypoint even if i was off course like in FC2.

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Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

  • 1 month later...
Posted (edited)

Hi,

Talking about FC3 only:

 

1) Firing IR missiles on enemy fighter against Sun. Is it simulated?

It seems to me like R73 and R27T don't guide on enemy plane if I fire against sun. Even when I have LA indicated on HUD.

 

Thx

Edited by alexej21

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Posted

Correct, the missile's seeker is blinded by the sun. Donot fire within 20 degrees of the sun.

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Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted

This will save me many missiles. Thanks :thumbup:

 

Btw: Some virtual pilots are smart during their defensive manevuers...

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.....Vladimir, let's go to Sukhoi.......

  • 2 weeks later...
Posted

Probably a dumb question but I'm lazy

 

When reading the FC3 manual for the F-15, it states that on the RPM guage the red area indicates afterburners are engaged. I don't have a red zone? I know it goes to 110 but when zoomed out it can be difficult to get the throttle to max without burners without looking in the external view.

 

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Posted

I suppose the red areas for the RPM indicators were in the old (LO->FC2) cockpit only.

BTW: in FC3, the RPM goes to 101, not 110 (the needle, that is) in full afterburner.

 

You may use the nozzle position indicators instead: with the gear up (*) any variation showing an opening above 5-7% means afterburner. Without afterburner, the operating range is 0-7%.

(*) perhaps there is a bug, here, because the nozzles in F2 view open at idle too, but that opening is only shown on the cockpit indicator if the L/G is down.

spacer.png

Posted

Hi everyone. I understand I need to have or buy LO to be able to play FC3. Do I just need to have LO installed in my PC? or Do I need a serial key from LO as well? The reason I ask is that my friend gave me his LO disk since he doesn't use it no more but it doesn't have the box, manual or serial key. Will it work with FC3?

 

I don't want to buy LO again if this one will work. Thanks.

Posted

the original LOMAC hasn't any serial key

just intall it and then install FC3

After you activate FC3 you can unistall LOMAC;)

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Posted (edited)

So I just in installed FC3 after picking up a copy of LOMAC and its seem to have wiped all of my control profiles for my KA-50 A-10C AND P51 on top of that when I go to the controls in options all the boxes are blank? any ideas what I can do to sort this out.

 

 

UPDATE. I should sometimes take a bit of time to try fix things myself, ran the DCS World repair app and all is back in order.

Edited by AngryBird

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Posted
So I just in installed FC3 after picking up a copy of LOMAC and its seem to have wiped all of my control profiles for my KA-50 A-10C AND P51 on top of that when I go to the controls in options all the boxes are blank? any ideas what I can do to sort this out.

 

 

UPDATE. I should sometimes take a bit of time to try fix things myself, ran the DCS World repair app and all is back in order.

 

It hapens, at least you posted the solution here so others that run into the same trouble know how you could fix it.

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  • 4 weeks later...
  • 1 month later...
Posted

quick question - what range can I fire the aim120c from? according to wiki its got a 57nm range, but I only seem to ever get a splash when firing it from about 16-20nm.

 

I also don't get a shoot cue until im this close too.

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Posted

Question regarding ALL DCS products

 

Is there a "lock on mode" that doesn't force you to use the entire cockpit and can play like in FC2-3 aka with for example start engines = Shift+home not make it retardedivley difficult (i realise that the cockpits full interaction is the selling point but id like to fly the huey and shark without any of the DCS stuff forced into the experience id like to fly them like i fly FC2)

 

If i need to clarify anything let me know.

Posted

What is the benefit of trimming? When should I use it? Can it be use in dogfight?

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Posted
What is the benefit of trimming? When should I use it? Can it be use in dogfight?

 

Trimming helps ease the workload on the pilot. For example, say you're flying the Su-25T and you're carrying 2 massive Kh-29 missles, one on each wing. If you fire one of the missles, there is now a large weight imbalance across the wingspan and the wing with the remaining missle will dip. If you don't apply aileron trim, you'll find you're constantly having to manually level the aircraft.

 

Or, if you're flying in a strong crosswind, you could apply rudder trim so that you don't have to constantly apply rudder.

  • Like 1
Posted
Trimming helps ease the workload on the pilot. For example, say you're flying the Su-25T and you're carrying 2 massive Kh-29 missles, one on each wing. If you fire one of the missles, there is now a large weight imbalance across the wingspan and the wing with the remaining missle will dip. If you don't apply aileron trim, you'll find you're constantly having to manually level the aircraft.

 

Or, if you're flying in a strong crosswind, you could apply rudder trim so that you don't have to constantly apply rudder.

 

Thank you for your answer. What about dogfight? How can we utilize trimming during dogfight?

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