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oldcrusty

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Posts posted by oldcrusty

  1. I think someone needs to run some tests on how old some missions, certain mods, tweaks and hacks 😉 effect new builds.  Seriously, for a while I thought there was some sort of 'enhanced' beta testing going on with different code versions, lol.  Wilbur81 made me load up 3 bags and haul ass then make a short vid and scrap it after Raven confirmed what I saw in my test.   I think we also have similar situation with landing gear damage... I still can't get it through my head how I could dive for the deck at 1300f/min and let the exaggerated ground effect shave off 300f/min from my descent then slam on the deck at 900 and be happy and other folks breaking up at 700f/min. 😕

  2. The only inflight refueling I've done after the recent update was from S3 (recovery task) at low alt, around 1500 ft orbit to simulate 'hawking' 😉  so I have to put up with turns and level flight during refueling.  The main issue is as it's always been. The AI tanker uses simpler flt model then the Hornet.  When I bank the Hornet even a 2 or 3 deg. the lift vector is not straight up anymore and the VV will dip a tiny bit. When rolling level the VV will float up since I was compensating for less lift during a turn to stay level.  The tanker seems to be glued to its path. In a level flight if I only have to make minor line-up correction, I was 'advised' to use rudder instead of banking but to me it feels weird.  Anyways, it seems like the recent update introduced a bit more inertia from any movement. The dampening is nice though and I like it but... the inflight refueling takes a bit of getting used to. 

    One thing about S3 tanker that changed couple of moths ago was the hose length.  It makes it necessary for me at least to stay a bit higher during refueling.  And of course the drogue/hose/probe interaction physics is on a list of eagerly awaited updates... some day.

    As far as stick curves go yes,  mine are dumbed down too and it helps.  

    • Like 1
  3. 5 hours ago, Raisuli said:

    Almost, but not quite, as annoying as the every second 'Home Fuel' deedle deedle, and setting the waypoint to something undefined doesn't help with that anymore.  Nothing like a master caution every half second to distract you in the groove.

    As for the bingo, I got that wheels down taxiing to parking.  At least home fuel stops when it thinks you might already be home and can call a tow truck if needed.  Enough to make me wish there was an easier way to turn bitchin' Betty Lou off.

    wpt 58 works

    • Like 1
    • Thanks 1
  4. 1 hour ago, wilbur81 said:

    Your turn there, from a mag. heading of 117 deg and back to 117 (full 360 turn  in 25 seconds) was a whopping 14.4 degrees per second... a fairly significant drop from it's STR performance prior to the update. Again, perhaps this is closer to reality? But it is definitely more sluggish. I also tried Gonky's "supercruising the Legacy Hornet with a centerline bag, two pylons and 9'ers on the wingtips" that he accomplished real world (and that was doable at 25K and 60% internal gas in 2.9.2, before the FM update)... couldn't get past Mach 0.98 now at 20 deg Cel. (track attached)

    Again, with this new FM update, our Hornet accelerates a bit slower and has apparently a fairly significantly higher energy bleed per G b/w 300 and 400 kts than before... 

     

    no more GonkyCruise.trk 331.45 kB · 0 downloads

     

    Jeez, I wasn't doing any rigorous performance tests.  No specific loads, altitutes, atmosferic conditions...  I didn't really max performed it.  Heck, I wasn't even at corner during my sustained turns.  I was simply drunk with happiness...  ok I was just drunk 😄     When I have more time I'll try to follow some specific tests.  One thing for sure, I was able to sustain a descent turn even with 8k lbs of gas, 2 winders, 1 Amraam, FLIR and all pylons anywhere between 24k ft and 15k... so I'm good and ready to kill bots.

    • Like 1
  5. 4 hours ago, Yeti42 said:

    See this:: 


    Two threads have been merged both relating to FCS behavior, my thread was complaining about uncommanded nose up behavior after a touch-and-go

    I haven't noticed any changes in this patch. As far as how this works in the real Hornet, well... there must be someone here who flew the darn thing or an SME.  I sort of remember something about an initial pitch-up or alpha capture after any 2 wheels slam the deck. If the throttles are left in mrt after the bolter, the flap transition from PA to UA continues without a 'full forward' stick 😉  ... regardless of gear position.   I might be confusing this with other airframes lol.   C'mon SMEs, chime in.

  6. I don't know what's going on... do we have different Hornet builds floating around or what?

    After having read reports about landing gear failing and lower turn rates I hopped in for a quick test.  Landing gear first - T/O weight 46.5k lbs (8xMk83s) ,  flipped her around without raising gear or flaps,  flaps to full, slammed it on the runway at over 1100f/m descent rate, bounced back and dropped again... not a scratch.

    As far as turning and burning, I didn't see any major issues,  (I'll post a vid later... of course 😄 )

    Touch and go's (or bolters) still the same though 😕

    • Thanks 1
  7. I was wondering... there has to be some sort of aviation oriented GPT AI derivative available to blend in with our forums and quickly plaster vast amounts of data without leaving any corners uncovered.  Let it run through all possible scenarios... for instance:  Hornet takes Viper into 1circle, Viper reverses, Hornet reverses then realizes he has no 9x's, next...  Everything categorized and placed in nice little 'boxes'.    After 3 or 4 pages of reading, OP will probably give up and be happy. The comments would follow. If not, AI would spawn forum users and keep the thread going. Next thing you know...  now I'm getting ahead of myself 😄 .

    • Like 1
  8. 2 hours ago, Raisuli said:

    4x154A JSOW, 2x2,000 pound JDAMs, TGP, 1x120c, 2xAIM9x, all at 40,000 feet.  Way more difficult than doing a show in air thick enough to walk on...  🙃

    Besides, I don't spend any effort thinking about what other aircraft (real or imaginary) can do.  I kind of focus on what I can do with the modules available, and what their performance limitations are.  Doesn't really matter how fast the National Guard jets that fly over my house can turn, I don't fly one of those...

    But of course 🙂  I've spent my entire DCS career dealing with these limitations and bugs. What gives me the edge is my own NATOPS_crusty_suplement containing all kinds of workarounds, band-aids and 'tactics' to use mostly against AI bots... 😕    So, when the revolving (once fixed) bugs show up again, I have the band-aid ready.

  9. No problems for me other then making sure I'm in the active window (or as ED calls it 'in focus'). Depending on how I start my Reverb, sometimes Alt-Tab is necessary.

  10. Yes, yes the Legacy but  just to go against the grain...  once in a long while I'd like load up this YT vid showing a Super loaded with 6 Amraams, 2 winders and some other junk powering through an entire airshow routine including Pirouettes (show was outside of US 😉 )  Looked pretty cool!

    • Like 1
  11. Hog A/G only?  nah...  When our online 'bunch' got bored, we used Hogs against Frog(feet?:)) in intense heater exchanges, then we switched sides... fun!

    • Like 1
  12. 5 hours ago, Raisuli said:

    ...But there is something special about 800 knot overhead breaks. 

    ... followed by 7G turn all the way till in-close (ok, 6 or 5G will do).  3 green just before the ramp. (Paddles jumping into the net.. still holding the pickle)

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