Jump to content


  • Content Count

  • Joined

  • Last visited

About Mikaa

  • Rank
    Junior Member
  • Birthday 12/12/1991
  1. Yep, that's what I meant about the granularity of the trim clicks. I probably could've explained myself better. Now I've never flown an F-16, but every auto-trim system I've used has been incredibly easy to counter roll for asymmetric loading throughout the entire flight envelope - none of this clicking back and forth because it overtrims too much each way. Regardless, I'm sure it'll get sorted in due time.
  2. F16FLCS-SME also has reported that the pitch and roll trim rates seem to be much faster in DCS as compared to the real jet. Not sure if they have any documentation to prove so, but I'd be inclined to believe someone who specifically worked on those systems. Maybe this has to do more with the granularity of each "click" of trim, or overall speeds, or both. https://forums.eagle.ru/forum/englis...es#post7131511
  3. I came across a few videos of Hornets doing demos (Finnish and Swiss RIAT demos, as well as a BA demo video), and noticed that the speed and timing of the Landing Gear retraction seems significantly faster, with different gear door timings as compared to our DCS version. 1. - Our Hornet takes approximately 1 second longer to completely retract the gear (6 seconds total, timing from initial gear movement to all doors closed), versus ~4.8-5.5 seconds in the RL videos linked below. 2. - In DCS, the nose-gear begins retracting approximately 0.8 of a second prior to the MLG, whereas in the re
  4. So, just for lols, I did a complete (slow) repair, and now the Pipper is fixed, and I can't get it to bug-out again. Luckily I saved a continuous Nvidia Shadowplay video of me loading into the game, demoing the broken Pipper, quitting to main menu, and then flying the mission again, so I KNOW I'm not crazy. This is such a mystery, but I'm going to keep working at repeating it. Possibly it'll crop up after the update next week. For now, I'd suggest a full repair, including checking for extra files afterwards, and then normal the fxo and metshaders2 delete. That hopefully will prevent it fro
  5. This sounds like an amazing idea! Including approach plates and airport info for the various maps would also be super helpful.
  6. I wonder if this is also why intermittently, we’re having trouble with Mk82/83/84 and rocket accuracy. If the ranging information used to display HUD cues gets incorrectly calculated or is somehow bugged when being displayed, then this could affect any non-guided AG munition release cue - pure speculation on my part, but I would assume there’s a lot of code interdependencies. Something is borked, definitely.
  7. Okay, I've gotten it 100% reproduceable on my machine. It seems something weird is happening the first time DCS loads in the F/A-18C after booting the game. If I hit Fly Again, or replay my track, it doesn't occur; it's as if the initial load of the aircraft has a bug, but subsequent loads fix it. Steps to Reproduce: - Boot up DCS from Desktop - Select F/A-18C Instant Action Mission "Ground Attack Practice" on the Syria Map - Select AG Mode, then GUN with mouse clicks in cockpit - Note the Center of the Pipper is co-located with the Velocity Vector - Pick a target, roll in, and fire -
  8. Thanks Elmo. Quick question, is the color supposed to be red by default in the real jet? And is it possible to set it to show up matching the default green on startup, rather than having to click through the selections each time? Not a big deal, just curious.
  9. AFAIK it does, but only within a certain threshold, and of course only while the autopilot is engaged.
  10. Hummingbird is right. You can even look at dtic.mil documents that detail the centrifuge profiles for High G training. After a quick google search, I found one from 1988 that shows multiple rapid onset rate profiles for 8G for 10-15 sec, 9G for 10-15 seconds, as well as a "Check Six" 9G for 10 seconds. Not sure how these profiles have evolved in newer years, but considering there's many videos of this exact centrifuge training where the pilots don't even have any vision loss during the strain (let alone greyout or GLOC), I think the evidence is overwhelming that our DCS "pilot" is severely und
  11. I've noticed this as well, and found a few old posts relating to it, but no concrete answers. Not sure if it's a characteristic of the jet, (based on CG location or asymmetric drag, etc.) but fuel loading doesn't seem to make any difference. I attempted it at 30% fuel, 50% fuel, 100% fuel, and even at the limits of the Fuel CG loading (based off the AL/FR indicator in the cockpit). In the track provided, I set the aircraft up on a 360 Hdg, Full Mil, pointing at the Eastern edge of Kutaisi (visual reference for heading deviations). Starting the pull around 500 KCAS (using only the keyboard arro
  12. When flying Acro at higher elevations with a standard altimeter, a lot of us will set a pseudo QFE + 1000, so ground level will indicate 1000’AGL. In RL you have to be extremely cautious, because if you’re not on your game, it can get you into trouble quick. It does, however, offer the ability for quick AGL references by subtracting 1000ft rather than doing harder math while upside-down in the box. Maybe try this for ground attacks by figuring out QFE for your target, and then add one “Hg to bring it within the capabilities of the Altimeter. There’s not much else you can do with the limita
  13. I wonder if the DCS/RL table differences relate to some of the Drag coefficient wonkiness that's been noticed in multiple modules.
  • Create New...