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Everything posted by PiedDroit

  1. Erm, if you're losing lift and sinking like a brick, you're technically stalling. Did you confuse with "departure"?
  2. Russians loved it for its big cannon, to shred bombers and ground targets, but it didn't particularly shine anywhere else.
  3. Welcome :thumbup: When flying like this you're not expected to achieve sub-NM accuracy :D But it is a very good exercise and it will be very helpful with bullseye calls also, so, totally worth it.
  4. The next step is what's called "point to point navigation" (google it). There isn't any magic here, when you reach your radial/distance waypoint and switch to a another waypoint you're on your own. If you know the heading to the next waypoint, just fly it and you would intercept the radial just as I described it above. If you don't know the heading, you need to figure out what it is, for this you either guesstimate (as in the video), or use a calculator and a little trigonometry voodoo to compute the bearing. When flying this way it's best to avoid long legs, in order to have frequent course correction If you know the wind speed and direction then you can apply wind correction (using an E6B for example). You can also look for tutorials about how to figure out a bearing/distance of a bandit using bullseye calls, because it is the exact same technique that applies. Just replace the bull's eye with the TACAN station and the bandit with your next waypoint.
  5. Citrus fruit lover, eh? Thanks for the tip.
  6. Try with even bigger/smaller numbers? I don't how eyepoint offset is configured with current DCS version, I can't help more than that sorry :( Maybe someone who has experimented with that will chime in...
  7. TACAN gives you a bearing to the station. Align this bearing with the radial you want to follow and it means you'll be on course. For example, let's say you want to approach a TACAN station from radial 121. Opposite bearing is 301. You can either set course selector on HSI (when available...) to 301 and the horizontal deviation indicator will visually tell you if you're off course. Or simply fly by aligning the needle of TACAN with the 301 bearing. If they're not on top of each other (i.e. TACAN bearing is not 301), it means you're off course. With wind, it will be the same thing exactly, except your aircraft might be flying on a different heading, to compensate for the wind. For example, if, in order to maintain the TACAN needle on 301, you need to fly heading 305, it's OK, it only means you have a bit of wind. When you're set on the radial, watch the DME distance indicator to time your turns. If you're off course, fly slighly off until both needles are on top of each others, then turn back on desired heading. Example, TACAN station is at bearing 280, you want to enter the airspace through radial 121 (which means flying on 301). You can fly a fixed heading intercept (ex: 30° intercept means you fly 271 until you intercept the radial). But flying a fixed intercept angle when you're really far from course might take you a lot of time to get there. You can adjust intercept angle according to the heading difference. For example, 301-280 is roughly 20, so add another 20 to your heading to fly 260. Needles will start closing each other. When difference is 10 (i.e. TACAN needle is at 290), fly to heading 280. Until you intercept. If the DME distance is big, you can even fly a straigher intercept (higher angle) to get there faster.
  8. The manual really is a good reference for this, and yes it's a bit mind-twisting. figure 7.10 summarizes mode A1 very well, in several snapshot conditions, it shows the pipper (red dots), and when the shots are fired and when they actually hit. You can see the pipper motion towards the target and the shots are fired one bullet time of flight before the pipper meets the target:
  9. No, none of the mode takes in account the bandit movement. ----------------------------- A1 it best used against maneuvering opponents. The recommendation to use it is (from the manual): "Start to fire one projectile time-of-fligh before the pipper reaches the target future position (Figure 7.9)" Which means that you need to shoot X seconds before the bandit meets the pipper, X being the time of flight the shell (typically 1 to 2 seconds). A2 is best used against non maneuvering opponents, during tracking shots. The pipper is displayed where the shells will be if you shoot now: "When tracking, the pipper remains one time-of-flight away from target future position to provide a continuous solution to the aiming problem." When using this mode, make stable tracking and fire when the pipper is on top of the target. The two modes are not exclusive (the difference between the two is really small), it's just that A1 is optimized for snapshots and A2 is optimized for tracking shots. So, when attacking an agile aircraft, stick to A1 and when attacking an heavy (non agile aircraft), stick to A2. The manual has nice picture to explain the two modes (figures 7.9 and 7.11). P.S.: In other words: A/A1 calculates where bullets would have been (at the radar range) if you were shooting in a continuous stream A/A2 calculates where bullets you shoot now will hit (at the radar range)
  10. If it is enabled through options, good idea. Most users only use one screen but a significant portion of them have resolutions that exceed the screen size on purpose, for multi monitor configuration.
  11. Here are some old posts of mine that describe how to use it
  12. Hi, the slider in the rift will only affect the optical part (distance of physical lenses), this will only make it more or less confortable to use. The rendering part is, as far as I remember, in stereo.lua, parameters eye_shift The default value is eye_shift = -0.032; for left eye and eye_shift = 0.032; for right eye. My guess is that the value is in meters, which would correspond to an average IPD (2x32mm = 64mm). Unfortunately I don't have a Rift with me to try if this still has an effect, so I would suggest to try some extreme values to see if it has any effect. For exemple, -0.010 (left) and 0.010 (right) will make the distance between eyepoints small, so the cockpit should feel gigantic. On the opposite, -0.060 (left) and 0.060 (right) will make the distance very large, so the cockpit should feel very small, like a toy.
  13. In A/A, the way the sight is working is much different than say an F-15 or a SU-27. With Mirage sight, what you need to do is predict when the piper and the target will meet, and fire a second or two before that (time of flight of the shell). Make sure to check out the manual ;) And practice, practice (with mission editor or quick action), it takes a while to get used to it.
  14. Yep, right, I should have mention that there is no particular order, thanks :thumbup: Selecting AFF first makes more sense, as one might be so close to target altitude that he misses it if he climbs first.
  15. "Vive glove", "support the glove" - I couldn't help thinking about "Smell the Glove". Sorry :D
  16. A/A1 mode also works if you're tracking a target, don't worry ;) It's just that the way A1 is computed makes it better for snapshots against maneuvering targets, and A2 better for tracking shots on non maneuvering targets (ensuring better shots at higher distance I suppose), but overall the difference is not big. If your target is agile, use A1, otherwise use A2, you don't need to switch. P.S.: One easy way to do it is to put the switch on A/A2 position, this way you can use either DM, DG or A/A2 (with radar ACQ) without ever flipping a switch.
  17. Yup, once the sequence is figured it is super intuitive and helpful :thumbup: Easy, easy, just pay attention to what's useful to you and ignore the rest - in return, be useful to others ;)
  18. To be fair, that thread is about the INS update with overlfy, but it appears the bug affects all kind of INS update
  19. Oooooh that one :megalol: it was pretty late for me my brain didn't make the connection
  20. What affects the scale of objects in VR is the distance between left and right viewpoints, if it doesn't match your own physical distance between eyes (IPD), objects will fell smaller or bigger. That's why some of you feel cockpits are too small and some others feel they are too big. Only way to fix this is to adjust the eye distance in stereo.lua (I don't think they changed the location for it yet).
  21. Yes it is bugged: https://forums.eagle.ru/showthread.php?t=179802
  22. As far as I know, the altitude capture mode doesn't make the aircraft climb, you have to make it climb (or descend - everything I write below also applies to descent). Here's how I used it so far: - Set the drums. - Engage AP, climb (use trim commands to initiate and adjust climb while in AP). - Press AFF, the button will turn yellow. It will stay yellow until you get within 1000ft (or maybe less) of the target altitude: When close to the target altitude (as you climb), [AFF] ALT will become green and the aircraft will start reducing vertical speed, it is now in capture mode. When the target altitude is reached, the AP will switch to ALT (altitude hold). 3. I don't know about the AP course mode sorry
  23. Lol I realize I confused everyone with my question :D It would not solve everything I agree, there are many variables like the version used, the presence of mods or different inputs that would make a replay behave differently. However I would expect it to run fine on the same setup it was recorded, if everything was stored in the track file. Someone spoke about precision of inputs, that would be an issue only if the stored inputs are less accurate than the actual ones. For example if the sim runs with 64 bits accuracy but the track only stores 32 bits. The way it's done doesn't allow splitting the track in bits or starting recording mid-air, which is what I'd like most...
  24. about random weather, shouldn't the track store the seed for RNG?
  25. and here: https://forums.eagle.ru/showthread.php?p=3005519 :megalol:
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